为服务器添加插件 (#94)

* 添加 WebAPIPlugin 和 Loader

* 添加 接收服务器控制台的输入

* 添加 ServerPlugin,添加控制器

* 更新 SocketObejct
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milimoe 2024-10-15 20:13:48 +08:00 committed by GitHub
parent c7ca9de094
commit 59253948cb
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13 changed files with 1097 additions and 28 deletions

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@ -54,26 +54,26 @@ namespace Milimoe.FunGame.Core.Api.Utility
/// <param name="delegates">用于构建 <see cref="Controller.AddonController{T}"/></param> /// <param name="delegates">用于构建 <see cref="Controller.AddonController{T}"/></param>
/// <param name="otherobjs">其他需要传入给插件初始化的对象</param> /// <param name="otherobjs">其他需要传入给插件初始化的对象</param>
/// <returns></returns> /// <returns></returns>
public static GameModuleLoader LoadGameModules(FunGameInfo.FunGame runtime, Hashtable delegates, params object[] otherobjs) public static GameModuleLoader LoadGameModules(FunGameInfo.FunGame runtime, Dictionary<string, object> delegates, params object[] otherobjs)
{ {
GameModuleLoader loader = new(); GameModuleLoader loader = new();
if (runtime == FunGameInfo.FunGame.FunGame_Desktop) if (runtime == FunGameInfo.FunGame.FunGame_Desktop)
{ {
AddonManager.LoadGameModules(loader.Modules, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs); AddonManager.LoadGameModules(loader.Modules, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs);
AddonManager.LoadGameMaps(loader.Maps, otherobjs); AddonManager.LoadGameMaps(loader.Maps, otherobjs);
foreach (GameModule module in loader.Modules.Values) foreach (GameModule module in loader.Modules.Values.ToList())
{ {
// 读取模组的依赖集合 // 读取模组的依赖集合
module.GameModuleDepend.GetDependencies(loader); module.GameModuleDepend.GetDependencies(loader);
// 如果模组加载后需要执行代码请重写AfterLoad方法 // 如果模组加载后需要执行代码请重写AfterLoad方法
module.AfterLoad(runtime, loader); module.AfterLoad(loader);
} }
} }
else if (runtime == FunGameInfo.FunGame.FunGame_Server) else if (runtime == FunGameInfo.FunGame.FunGame_Server)
{ {
AddonManager.LoadGameModulesForServer(loader.ModuleServers, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs); AddonManager.LoadGameModulesForServer(loader.ModuleServers, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs);
AddonManager.LoadGameMaps(loader.Maps, otherobjs); AddonManager.LoadGameMaps(loader.Maps, otherobjs);
foreach (GameModuleServer server in loader.ModuleServers.Values) foreach (GameModuleServer server in loader.ModuleServers.Values.ToList())
{ {
server.GameModuleDepend.GetDependencies(loader); server.GameModuleDepend.GetDependencies(loader);
server.AfterLoad(loader); server.AfterLoad(loader);

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@ -108,6 +108,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
private readonly JsonSerializerOptions options = new() private readonly JsonSerializerOptions options = new()
{ {
WriteIndented = true, WriteIndented = true,
PropertyNameCaseInsensitive = true,
ReferenceHandler = ReferenceHandler.IgnoreCycles, ReferenceHandler = ReferenceHandler.IgnoreCycles,
Converters = { new DateTimeConverter(), new DataTableConverter(), new DataSetConverter(), new UserConverter(), new RoomConverter(), Converters = { new DateTimeConverter(), new DataTableConverter(), new DataSetConverter(), new UserConverter(), new RoomConverter(),
new CharacterConverter(), new MagicResistanceConverter(), new EquipSlotConverter(), new SkillConverter(), new EffectConverter(), new ItemConverter() } new CharacterConverter(), new MagicResistanceConverter(), new EquipSlotConverter(), new SkillConverter(), new EffectConverter(), new ItemConverter() }

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@ -1,5 +1,4 @@
using System.Collections; using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Common.Event; using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Service; using Milimoe.FunGame.Core.Service;
@ -29,10 +28,15 @@ namespace Milimoe.FunGame.Core.Api.Utility
/// <param name="delegates">用于构建 <see cref="Controller.AddonController{T}"/></param> /// <param name="delegates">用于构建 <see cref="Controller.AddonController{T}"/></param>
/// <param name="otherobjs">其他需要传入给插件初始化的对象</param> /// <param name="otherobjs">其他需要传入给插件初始化的对象</param>
/// <returns></returns> /// <returns></returns>
public static PluginLoader LoadPlugins(Hashtable delegates, params object[] otherobjs) public static PluginLoader LoadPlugins(Dictionary<string, object> delegates, params object[] otherobjs)
{ {
PluginLoader loader = new(); PluginLoader loader = new();
AddonManager.LoadPlugins(loader.Plugins, delegates, otherobjs); AddonManager.LoadPlugins(loader.Plugins, delegates, otherobjs);
foreach (Plugin plugin in loader.Plugins.Values.ToList())
{
// 如果插件加载后需要执行代码请重写AfterLoad方法
plugin.AfterLoad(loader);
}
return loader; return loader;
} }

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@ -0,0 +1,54 @@
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Service;
namespace Milimoe.FunGame.Core.Api.Utility
{
public class ServerPluginLoader
{
/// <summary>
/// 已读取的插件列表
/// <para>key 是 <see cref="ServerPlugin.Name"/></para>
/// </summary>
public Dictionary<string, ServerPlugin> Plugins { get; } = [];
/// <summary>
/// 已加载的插件DLL名称对应的路径
/// </summary>
public static Dictionary<string, string> PluginFilePaths => new(AddonManager.PluginFilePaths);
private ServerPluginLoader()
{
}
/// <summary>
/// 构建一个插件读取器并读取插件
/// </summary>
/// <param name="delegates">用于构建 <see cref="Controller.BaseAddonController{T}"/></param>
/// <param name="otherobjs">其他需要传入给插件初始化的对象</param>
/// <returns></returns>
public static ServerPluginLoader LoadPlugins(Dictionary<string, object> delegates, params object[] otherobjs)
{
ServerPluginLoader loader = new();
AddonManager.LoadServerPlugins(loader.Plugins, delegates, otherobjs);
foreach (ServerPlugin plugin in loader.Plugins.Values.ToList())
{
// 如果插件加载后需要执行代码请重写AfterLoad方法
plugin.AfterLoad(loader);
}
return loader;
}
public ServerPlugin this[string name]
{
get
{
return Plugins[name];
}
set
{
Plugins.TryAdd(name, value);
}
}
}
}

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@ -0,0 +1,54 @@
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Service;
namespace Milimoe.FunGame.Core.Api.Utility
{
public class WebAPIPluginLoader
{
/// <summary>
/// 已读取的插件列表
/// <para>key 是 <see cref="WebAPIPlugin.Name"/></para>
/// </summary>
public Dictionary<string, WebAPIPlugin> Plugins { get; } = [];
/// <summary>
/// 已加载的插件DLL名称对应的路径
/// </summary>
public static Dictionary<string, string> PluginFilePaths => new(AddonManager.PluginFilePaths);
private WebAPIPluginLoader()
{
}
/// <summary>
/// 构建一个插件读取器并读取插件
/// </summary>
/// <param name="delegates">用于构建 <see cref="Controller.BaseAddonController{T}"/></param>
/// <param name="otherobjs">其他需要传入给插件初始化的对象</param>
/// <returns></returns>
public static WebAPIPluginLoader LoadPlugins(Dictionary<string, object> delegates, params object[] otherobjs)
{
WebAPIPluginLoader loader = new();
AddonManager.LoadWebAPIPlugins(loader.Plugins, delegates, otherobjs);
foreach (WebAPIPlugin plugin in loader.Plugins.Values.ToList())
{
// 如果插件加载后需要执行代码请重写AfterLoad方法
plugin.AfterLoad(loader);
}
return loader;
}
public WebAPIPlugin this[string name]
{
get
{
return Plugins[name];
}
set
{
Plugins.TryAdd(name, value);
}
}
}
}

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@ -104,7 +104,7 @@ namespace Milimoe.FunGame.Core.Controller
/// </summary> /// </summary>
/// <param name="addon"></param> /// <param name="addon"></param>
/// <param name="delegates"></param> /// <param name="delegates"></param>
public AddonController(IAddon addon, Hashtable delegates) : base(addon, delegates) public AddonController(IAddon addon, Dictionary<string, object> delegates) : base(addon, delegates)
{ {
if (delegates.ContainsKey("NewDataRequest")) MaskMethod_NewDataRequest = delegates["NewDataRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewDataRequest"]! : new(DefaultNewDataRequest); if (delegates.ContainsKey("NewDataRequest")) MaskMethod_NewDataRequest = delegates["NewDataRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewDataRequest"]! : new(DefaultNewDataRequest);
if (delegates.ContainsKey("NewLongRunningDataRequest")) MaskMethod_NewLongRunningDataRequest = delegates["NewLongRunningDataRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewLongRunningDataRequest"]! : new(DefaultNewDataRequest); if (delegates.ContainsKey("NewLongRunningDataRequest")) MaskMethod_NewLongRunningDataRequest = delegates["NewLongRunningDataRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewLongRunningDataRequest"]! : new(DefaultNewDataRequest);

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@ -1,5 +1,4 @@
using System.Collections; using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Common.Addon;
namespace Milimoe.FunGame.Core.Controller namespace Milimoe.FunGame.Core.Controller
@ -7,7 +6,7 @@ namespace Milimoe.FunGame.Core.Controller
/// <summary> /// <summary>
/// 这是通用的控制器,仅提供基本功能 /// 这是通用的控制器,仅提供基本功能
/// </summary> /// </summary>
/// <typeparam name="T">Addon的类型<see cref="GameModule"/>或者<see cref="Plugin"/></typeparam> /// <typeparam name="T">Addon的类型 <see cref="GameModule"/> 或者 <see cref="Plugin"/> / <see cref="ServerPlugin"/> / <see cref="WebAPIPlugin"/></typeparam>
public class BaseAddonController<T> where T : IAddon public class BaseAddonController<T> where T : IAddon
{ {
/// <summary> /// <summary>
@ -44,11 +43,11 @@ namespace Milimoe.FunGame.Core.Controller
/// </summary> /// </summary>
/// <param name="addon"></param> /// <param name="addon"></param>
/// <param name="delegates"></param> /// <param name="delegates"></param>
public BaseAddonController(IAddon addon, Hashtable delegates) public BaseAddonController(IAddon addon, Dictionary<string, object> delegates)
{ {
Addon = (T)addon; Addon = (T)addon;
if (delegates.ContainsKey("WriteLine")) MaskMethod_WriteLine = delegates["WriteLine"] != null ? (Action<string>)delegates["WriteLine"]! : new(DefaultPrint); if (delegates.TryGetValue("WriteLine", out object? value)) MaskMethod_WriteLine = value != null ? (Action<string>)value : new(DefaultPrint);
if (delegates.ContainsKey("Error")) MaskMethod_Error = delegates["Error"] != null ? (Action<Exception>)delegates["Error"]! : new(DefaultPrint); if (delegates.TryGetValue("Error", out value)) MaskMethod_Error = value != null ? (Action<Exception>)value : new(DefaultPrint);
MaskMethod_WriteLine ??= new(DefaultPrint); MaskMethod_WriteLine ??= new(DefaultPrint);
MaskMethod_Error ??= new(DefaultPrint); MaskMethod_Error ??= new(DefaultPrint);
} }

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@ -66,7 +66,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
return false; return false;
} }
// BeforeLoad可以阻止加载此插件 // BeforeLoad可以阻止加载此插件
if (BeforeLoad()) if (BeforeLoad(objs))
{ {
// 插件加载后,不允许再次加载此插件 // 插件加载后,不允许再次加载此插件
IsLoaded = true; IsLoaded = true;
@ -74,16 +74,14 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
Init(objs); Init(objs);
// 触发绑定事件 // 触发绑定事件
BindEvent(); BindEvent();
// 如果加载后需要执行代码请重写AfterLoad方法
AfterLoad();
} }
return IsLoaded; return IsLoaded;
} }
/// <summary> /// <summary>
/// 插件加载后需要做的事 /// 插件完全加载后需要做的事
/// </summary> /// </summary>
protected virtual void AfterLoad() public virtual void AfterLoad(params object[] objs)
{ {
// override // override
} }
@ -92,13 +90,13 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// 允许返回false来阻止加载此插件 /// 允许返回false来阻止加载此插件
/// </summary> /// </summary>
/// <returns></returns> /// <returns></returns>
protected virtual bool BeforeLoad() protected virtual bool BeforeLoad(params object[] objs)
{ {
return true; return true;
} }
/// <summary> /// <summary>
/// 传递委托以便让插件调用 /// 传递一些插件可以用参数
/// </summary> /// </summary>
private void Init(params object[] objs) private void Init(params object[] objs)
{ {

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@ -0,0 +1,792 @@
using Milimoe.FunGame.Core.Controller;
using Milimoe.FunGame.Core.Interface;
using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Library.Common.Event;
namespace Milimoe.FunGame.Core.Library.Common.Addon
{
public abstract class ServerPlugin : IPlugin
{
/// <summary>
/// 插件名称
/// </summary>
public abstract string Name { get; }
/// <summary>
/// 插件描述
/// </summary>
public abstract string Description { get; }
/// <summary>
/// 插件版本
/// </summary>
public abstract string Version { get; }
/// <summary>
/// 插件作者
/// </summary>
public abstract string Author { get; }
/// <summary>
/// 包含了一些常用方法的控制器
/// </summary>
public BaseAddonController<IPlugin> Controller
{
get => _Controller ?? throw new NotImplementedException();
set => _Controller = value;
}
/// <summary>
/// 控制器内部变量
/// </summary>
private BaseAddonController<IPlugin>? _Controller;
/// <summary>
/// 加载标记
/// </summary>
private bool IsLoaded = false;
/// <summary>
/// 加载插件
/// </summary>
public bool Load(params object[] objs)
{
if (IsLoaded)
{
return false;
}
// BeforeLoad可以阻止加载此插件
if (BeforeLoad(objs))
{
// 插件加载后,不允许再次加载此插件
IsLoaded = true;
// 触发绑定事件
BindEvent();
}
return IsLoaded;
}
/// <summary>
/// 接收服务器控制台的输入
/// </summary>
/// <param name="input"></param>
public abstract void ProcessInput(string input);
/// <summary>
/// 插件完全加载后需要做的事
/// </summary>
public virtual void AfterLoad(params object[] objs)
{
// override
}
/// <summary>
/// 允许返回false来阻止加载此插件
/// </summary>
/// <returns></returns>
protected virtual bool BeforeLoad(params object[] objs)
{
return true;
}
/// <summary>
/// 绑定事件。在<see cref="BeforeLoad"/>后触发
/// </summary>
private void BindEvent()
{
if (this is IConnectEvent)
{
IConnectEvent bind = (IConnectEvent)this;
BeforeConnect += bind.BeforeConnectEvent;
AfterConnect += bind.AfterConnectEvent;
SucceedConnect += bind.SucceedConnectEvent;
FailedConnect += bind.FailedConnectEvent;
}
if (this is IDisconnectEvent)
{
IDisconnectEvent bind = (IDisconnectEvent)this;
BeforeDisconnect += bind.BeforeDisconnectEvent;
AfterDisconnect += bind.AfterDisconnectEvent;
SucceedDisconnect += bind.SucceedDisconnectEvent;
FailedDisconnect += bind.FailedDisconnectEvent;
}
if (this is ILoginEvent)
{
ILoginEvent bind = (ILoginEvent)this;
BeforeLogin += bind.BeforeLoginEvent;
AfterLogin += bind.AfterLoginEvent;
SucceedLogin += bind.SucceedLoginEvent;
FailedLogin += bind.FailedLoginEvent;
}
if (this is ILogoutEvent)
{
ILogoutEvent bind = (ILogoutEvent)this;
BeforeLogout += bind.BeforeLogoutEvent;
AfterLogout += bind.AfterLogoutEvent;
SucceedLogout += bind.SucceedLogoutEvent;
FailedLogout += bind.FailedLogoutEvent;
}
if (this is IRegEvent)
{
IRegEvent bind = (IRegEvent)this;
BeforeReg += bind.BeforeRegEvent;
AfterReg += bind.AfterRegEvent;
SucceedReg += bind.SucceedRegEvent;
FailedReg += bind.FailedRegEvent;
}
if (this is IIntoRoomEvent)
{
IIntoRoomEvent bind = (IIntoRoomEvent)this;
BeforeIntoRoom += bind.BeforeIntoRoomEvent;
AfterIntoRoom += bind.AfterIntoRoomEvent;
SucceedIntoRoom += bind.SucceedIntoRoomEvent;
FailedIntoRoom += bind.FailedIntoRoomEvent;
}
if (this is ISendTalkEvent)
{
ISendTalkEvent bind = (ISendTalkEvent)this;
BeforeSendTalk += bind.BeforeSendTalkEvent;
AfterSendTalk += bind.AfterSendTalkEvent;
SucceedSendTalk += bind.SucceedSendTalkEvent;
FailedSendTalk += bind.FailedSendTalkEvent;
}
if (this is ICreateRoomEvent)
{
ICreateRoomEvent bind = (ICreateRoomEvent)this;
BeforeCreateRoom += bind.BeforeCreateRoomEvent;
AfterCreateRoom += bind.AfterCreateRoomEvent;
SucceedCreateRoom += bind.SucceedCreateRoomEvent;
FailedCreateRoom += bind.FailedCreateRoomEvent;
}
if (this is IQuitRoomEvent)
{
IQuitRoomEvent bind = (IQuitRoomEvent)this;
BeforeQuitRoom += bind.BeforeQuitRoomEvent;
AfterQuitRoom += bind.AfterQuitRoomEvent;
SucceedQuitRoom += bind.SucceedQuitRoomEvent;
FailedQuitRoom += bind.FailedQuitRoomEvent;
}
if (this is IChangeRoomSettingEvent)
{
IChangeRoomSettingEvent bind = (IChangeRoomSettingEvent)this;
BeforeChangeRoomSetting += bind.BeforeChangeRoomSettingEvent;
AfterChangeRoomSetting += bind.AfterChangeRoomSettingEvent;
SucceedChangeRoomSetting += bind.SucceedChangeRoomSettingEvent;
FailedChangeRoomSetting += bind.FailedChangeRoomSettingEvent;
}
if (this is IStartMatchEvent)
{
IStartMatchEvent bind = (IStartMatchEvent)this;
BeforeStartMatch += bind.BeforeStartMatchEvent;
AfterStartMatch += bind.AfterStartMatchEvent;
SucceedStartMatch += bind.SucceedStartMatchEvent;
FailedStartMatch += bind.FailedStartMatchEvent;
}
if (this is IStartGameEvent)
{
IStartGameEvent bind = (IStartGameEvent)this;
BeforeStartGame += bind.BeforeStartGameEvent;
AfterStartGame += bind.AfterStartGameEvent;
SucceedStartGame += bind.SucceedStartGameEvent;
FailedStartGame += bind.FailedStartGameEvent;
}
if (this is IChangeProfileEvent)
{
IChangeProfileEvent bind = (IChangeProfileEvent)this;
BeforeChangeProfile += bind.BeforeChangeProfileEvent;
AfterChangeProfile += bind.AfterChangeProfileEvent;
SucceedChangeProfile += bind.SucceedChangeProfileEvent;
FailedChangeProfile += bind.FailedChangeProfileEvent;
}
if (this is IChangeAccountSettingEvent)
{
IChangeAccountSettingEvent bind = (IChangeAccountSettingEvent)this;
BeforeChangeAccountSetting += bind.BeforeChangeAccountSettingEvent;
AfterChangeAccountSetting += bind.AfterChangeAccountSettingEvent;
SucceedChangeAccountSetting += bind.SucceedChangeAccountSettingEvent;
FailedChangeAccountSetting += bind.FailedChangeAccountSettingEvent;
}
if (this is IOpenInventoryEvent)
{
IOpenInventoryEvent bind = (IOpenInventoryEvent)this;
BeforeOpenInventory += bind.BeforeOpenInventoryEvent;
AfterOpenInventory += bind.AfterOpenInventoryEvent;
SucceedOpenInventory += bind.SucceedOpenInventoryEvent;
FailedOpenInventory += bind.FailedOpenInventoryEvent;
}
if (this is ISignInEvent)
{
ISignInEvent bind = (ISignInEvent)this;
BeforeSignIn += bind.BeforeSignInEvent;
AfterSignIn += bind.AfterSignInEvent;
SucceedSignIn += bind.SucceedSignInEvent;
FailedSignIn += bind.FailedSignInEvent;
}
if (this is IOpenStoreEvent)
{
IOpenStoreEvent bind = (IOpenStoreEvent)this;
BeforeOpenStore += bind.BeforeOpenStoreEvent;
AfterOpenStore += bind.AfterOpenStoreEvent;
SucceedOpenStore += bind.SucceedOpenStoreEvent;
FailedOpenStore += bind.FailedOpenStoreEvent;
}
if (this is IBuyItemEvent)
{
IBuyItemEvent bind = (IBuyItemEvent)this;
BeforeBuyItem += bind.BeforeBuyItemEvent;
AfterBuyItem += bind.AfterBuyItemEvent;
SucceedBuyItem += bind.SucceedBuyItemEvent;
FailedBuyItem += bind.FailedBuyItemEvent;
}
if (this is IShowRankingEvent)
{
IShowRankingEvent bind = (IShowRankingEvent)this;
BeforeShowRanking += bind.BeforeShowRankingEvent;
AfterShowRanking += bind.AfterShowRankingEvent;
SucceedShowRanking += bind.SucceedShowRankingEvent;
FailedShowRanking += bind.FailedShowRankingEvent;
}
if (this is IUseItemEvent)
{
IUseItemEvent bind = (IUseItemEvent)this;
BeforeUseItem += bind.BeforeUseItemEvent;
AfterUseItem += bind.AfterUseItemEvent;
SucceedUseItem += bind.SucceedUseItemEvent;
FailedUseItem += bind.FailedUseItemEvent;
}
if (this is IEndGameEvent)
{
IEndGameEvent bind = (IEndGameEvent)this;
BeforeEndGame += bind.BeforeEndGameEvent;
AfterEndGame += bind.AfterEndGameEvent;
SucceedEndGame += bind.SucceedEndGameEvent;
FailedEndGame += bind.FailedEndGameEvent;
}
}
public event IConnectEventHandler.BeforeEventHandler? BeforeConnect;
public event IConnectEventHandler.AfterEventHandler? AfterConnect;
public event IConnectEventHandler.SucceedEventHandler? SucceedConnect;
public event IConnectEventHandler.FailedEventHandler? FailedConnect;
public event IEventHandler.BeforeEventHandler? BeforeDisconnect;
public event IEventHandler.AfterEventHandler? AfterDisconnect;
public event IEventHandler.SucceedEventHandler? SucceedDisconnect;
public event IEventHandler.FailedEventHandler? FailedDisconnect;
public event ILoginEventHandler.BeforeEventHandler? BeforeLogin;
public event ILoginEventHandler.AfterEventHandler? AfterLogin;
public event ILoginEventHandler.SucceedEventHandler? SucceedLogin;
public event ILoginEventHandler.FailedEventHandler? FailedLogin;
public event IEventHandler.BeforeEventHandler? BeforeLogout;
public event IEventHandler.AfterEventHandler? AfterLogout;
public event IEventHandler.SucceedEventHandler? SucceedLogout;
public event IEventHandler.FailedEventHandler? FailedLogout;
public event IRegEventHandler.BeforeEventHandler? BeforeReg;
public event IRegEventHandler.AfterEventHandler? AfterReg;
public event IRegEventHandler.SucceedEventHandler? SucceedReg;
public event IRegEventHandler.FailedEventHandler? FailedReg;
public event IIntoRoomEventHandler.BeforeEventHandler? BeforeIntoRoom;
public event IIntoRoomEventHandler.AfterEventHandler? AfterIntoRoom;
public event IIntoRoomEventHandler.SucceedEventHandler? SucceedIntoRoom;
public event IIntoRoomEventHandler.FailedEventHandler? FailedIntoRoom;
public event ISendTalkEventHandler.BeforeEventHandler? BeforeSendTalk;
public event ISendTalkEventHandler.AfterEventHandler? AfterSendTalk;
public event ISendTalkEventHandler.SucceedEventHandler? SucceedSendTalk;
public event ISendTalkEventHandler.FailedEventHandler? FailedSendTalk;
public event ICreateRoomEventHandler.BeforeEventHandler? BeforeCreateRoom;
public event ICreateRoomEventHandler.AfterEventHandler? AfterCreateRoom;
public event ICreateRoomEventHandler.SucceedEventHandler? SucceedCreateRoom;
public event ICreateRoomEventHandler.FailedEventHandler? FailedCreateRoom;
public event IQuitRoomEventHandler.BeforeEventHandler? BeforeQuitRoom;
public event IQuitRoomEventHandler.AfterEventHandler? AfterQuitRoom;
public event IQuitRoomEventHandler.SucceedEventHandler? SucceedQuitRoom;
public event IQuitRoomEventHandler.FailedEventHandler? FailedQuitRoom;
public event IEventHandler.BeforeEventHandler? BeforeChangeRoomSetting;
public event IEventHandler.AfterEventHandler? AfterChangeRoomSetting;
public event IEventHandler.SucceedEventHandler? SucceedChangeRoomSetting;
public event IEventHandler.FailedEventHandler? FailedChangeRoomSetting;
public event IEventHandler.BeforeEventHandler? BeforeStartMatch;
public event IEventHandler.AfterEventHandler? AfterStartMatch;
public event IEventHandler.SucceedEventHandler? SucceedStartMatch;
public event IEventHandler.FailedEventHandler? FailedStartMatch;
public event IEventHandler.BeforeEventHandler? BeforeStartGame;
public event IEventHandler.AfterEventHandler? AfterStartGame;
public event IEventHandler.SucceedEventHandler? SucceedStartGame;
public event IEventHandler.FailedEventHandler? FailedStartGame;
public event IEventHandler.BeforeEventHandler? BeforeChangeProfile;
public event IEventHandler.AfterEventHandler? AfterChangeProfile;
public event IEventHandler.SucceedEventHandler? SucceedChangeProfile;
public event IEventHandler.FailedEventHandler? FailedChangeProfile;
public event IEventHandler.BeforeEventHandler? BeforeChangeAccountSetting;
public event IEventHandler.AfterEventHandler? AfterChangeAccountSetting;
public event IEventHandler.SucceedEventHandler? SucceedChangeAccountSetting;
public event IEventHandler.FailedEventHandler? FailedChangeAccountSetting;
public event IEventHandler.BeforeEventHandler? BeforeOpenInventory;
public event IEventHandler.AfterEventHandler? AfterOpenInventory;
public event IEventHandler.SucceedEventHandler? SucceedOpenInventory;
public event IEventHandler.FailedEventHandler? FailedOpenInventory;
public event IEventHandler.BeforeEventHandler? BeforeSignIn;
public event IEventHandler.AfterEventHandler? AfterSignIn;
public event IEventHandler.SucceedEventHandler? SucceedSignIn;
public event IEventHandler.FailedEventHandler? FailedSignIn;
public event IEventHandler.BeforeEventHandler? BeforeOpenStore;
public event IEventHandler.AfterEventHandler? AfterOpenStore;
public event IEventHandler.SucceedEventHandler? SucceedOpenStore;
public event IEventHandler.FailedEventHandler? FailedOpenStore;
public event IEventHandler.BeforeEventHandler? BeforeBuyItem;
public event IEventHandler.AfterEventHandler? AfterBuyItem;
public event IEventHandler.SucceedEventHandler? SucceedBuyItem;
public event IEventHandler.FailedEventHandler? FailedBuyItem;
public event IEventHandler.BeforeEventHandler? BeforeShowRanking;
public event IEventHandler.AfterEventHandler? AfterShowRanking;
public event IEventHandler.SucceedEventHandler? SucceedShowRanking;
public event IEventHandler.FailedEventHandler? FailedShowRanking;
public event IEventHandler.BeforeEventHandler? BeforeUseItem;
public event IEventHandler.AfterEventHandler? AfterUseItem;
public event IEventHandler.SucceedEventHandler? SucceedUseItem;
public event IEventHandler.FailedEventHandler? FailedUseItem;
public event IEventHandler.BeforeEventHandler? BeforeEndGame;
public event IEventHandler.AfterEventHandler? AfterEndGame;
public event IEventHandler.SucceedEventHandler? SucceedEndGame;
public event IEventHandler.FailedEventHandler? FailedEndGame;
public void OnBeforeConnectEvent(object sender, ConnectEventArgs e)
{
BeforeConnect?.Invoke(sender, e);
}
public void OnAfterConnectEvent(object sender, ConnectEventArgs e)
{
AfterConnect?.Invoke(sender, e);
}
public void OnSucceedConnectEvent(object sender, ConnectEventArgs e)
{
SucceedConnect?.Invoke(sender, e);
}
public void OnFailedConnectEvent(object sender, ConnectEventArgs e)
{
FailedConnect?.Invoke(sender, e);
}
public void OnBeforeDisconnectEvent(object sender, GeneralEventArgs e)
{
BeforeDisconnect?.Invoke(sender, e);
}
public void OnAfterDisconnectEvent(object sender, GeneralEventArgs e)
{
AfterDisconnect?.Invoke(sender, e);
}
public void OnSucceedDisconnectEvent(object sender, GeneralEventArgs e)
{
SucceedDisconnect?.Invoke(sender, e);
}
public void OnFailedDisconnectEvent(object sender, GeneralEventArgs e)
{
FailedDisconnect?.Invoke(sender, e);
}
public void OnBeforeLoginEvent(object sender, LoginEventArgs e)
{
BeforeLogin?.Invoke(sender, e);
}
public void OnAfterLoginEvent(object sender, LoginEventArgs e)
{
AfterLogin?.Invoke(sender, e);
}
public void OnSucceedLoginEvent(object sender, LoginEventArgs e)
{
SucceedLogin?.Invoke(sender, e);
}
public void OnFailedLoginEvent(object sender, LoginEventArgs e)
{
FailedLogin?.Invoke(sender, e);
}
public void OnBeforeLogoutEvent(object sender, GeneralEventArgs e)
{
BeforeLogout?.Invoke(sender, e);
}
public void OnAfterLogoutEvent(object sender, GeneralEventArgs e)
{
AfterLogout?.Invoke(sender, e);
}
public void OnSucceedLogoutEvent(object sender, GeneralEventArgs e)
{
SucceedLogout?.Invoke(sender, e);
}
public void OnFailedLogoutEvent(object sender, GeneralEventArgs e)
{
FailedLogout?.Invoke(sender, e);
}
public void OnBeforeRegEvent(object sender, RegisterEventArgs e)
{
BeforeReg?.Invoke(sender, e);
}
public void OnAfterRegEvent(object sender, RegisterEventArgs e)
{
AfterReg?.Invoke(sender, e);
}
public void OnSucceedRegEvent(object sender, RegisterEventArgs e)
{
SucceedReg?.Invoke(sender, e);
}
public void OnFailedRegEvent(object sender, RegisterEventArgs e)
{
FailedReg?.Invoke(sender, e);
}
public void OnBeforeIntoRoomEvent(object sender, RoomEventArgs e)
{
BeforeIntoRoom?.Invoke(sender, e);
}
public void OnAfterIntoRoomEvent(object sender, RoomEventArgs e)
{
AfterIntoRoom?.Invoke(sender, e);
}
public void OnSucceedIntoRoomEvent(object sender, RoomEventArgs e)
{
SucceedIntoRoom?.Invoke(sender, e);
}
public void OnFailedIntoRoomEvent(object sender, RoomEventArgs e)
{
FailedIntoRoom?.Invoke(sender, e);
}
public void OnBeforeSendTalkEvent(object sender, SendTalkEventArgs e)
{
BeforeSendTalk?.Invoke(sender, e);
}
public void OnAfterSendTalkEvent(object sender, SendTalkEventArgs e)
{
AfterSendTalk?.Invoke(sender, e);
}
public void OnSucceedSendTalkEvent(object sender, SendTalkEventArgs e)
{
SucceedSendTalk?.Invoke(sender, e);
}
public void OnFailedSendTalkEvent(object sender, SendTalkEventArgs e)
{
FailedSendTalk?.Invoke(sender, e);
}
public void OnBeforeCreateRoomEvent(object sender, RoomEventArgs e)
{
BeforeCreateRoom?.Invoke(sender, e);
}
public void OnAfterCreateRoomEvent(object sender, RoomEventArgs e)
{
AfterCreateRoom?.Invoke(sender, e);
}
public void OnSucceedCreateRoomEvent(object sender, RoomEventArgs e)
{
SucceedCreateRoom?.Invoke(sender, e);
}
public void OnFailedCreateRoomEvent(object sender, RoomEventArgs e)
{
FailedCreateRoom?.Invoke(sender, e);
}
public void OnBeforeQuitRoomEvent(object sender, RoomEventArgs e)
{
BeforeQuitRoom?.Invoke(sender, e);
}
public void OnAfterQuitRoomEvent(object sender, RoomEventArgs e)
{
AfterQuitRoom?.Invoke(sender, e);
}
public void OnSucceedQuitRoomEvent(object sender, RoomEventArgs e)
{
SucceedQuitRoom?.Invoke(sender, e);
}
public void OnFailedQuitRoomEvent(object sender, RoomEventArgs e)
{
FailedQuitRoom?.Invoke(sender, e);
}
public void OnBeforeChangeRoomSettingEvent(object sender, GeneralEventArgs e)
{
BeforeChangeRoomSetting?.Invoke(sender, e);
}
public void OnAfterChangeRoomSettingEvent(object sender, GeneralEventArgs e)
{
AfterChangeRoomSetting?.Invoke(sender, e);
}
public void OnSucceedChangeRoomSettingEvent(object sender, GeneralEventArgs e)
{
SucceedChangeRoomSetting?.Invoke(sender, e);
}
public void OnFailedChangeRoomSettingEvent(object sender, GeneralEventArgs e)
{
FailedChangeRoomSetting?.Invoke(sender, e);
}
public void OnBeforeStartMatchEvent(object sender, GeneralEventArgs e)
{
BeforeStartMatch?.Invoke(sender, e);
}
public void OnAfterStartMatchEvent(object sender, GeneralEventArgs e)
{
AfterStartMatch?.Invoke(sender, e);
}
public void OnSucceedStartMatchEvent(object sender, GeneralEventArgs e)
{
SucceedStartMatch?.Invoke(sender, e);
}
public void OnFailedStartMatchEvent(object sender, GeneralEventArgs e)
{
FailedStartMatch?.Invoke(sender, e);
}
public void OnBeforeStartGameEvent(object sender, GeneralEventArgs e)
{
BeforeStartGame?.Invoke(sender, e);
}
public void OnAfterStartGameEvent(object sender, GeneralEventArgs e)
{
AfterStartGame?.Invoke(sender, e);
}
public void OnSucceedStartGameEvent(object sender, GeneralEventArgs e)
{
SucceedStartGame?.Invoke(sender, e);
}
public void OnFailedStartGameEvent(object sender, GeneralEventArgs e)
{
FailedStartGame?.Invoke(sender, e);
}
public void OnBeforeChangeProfileEvent(object sender, GeneralEventArgs e)
{
BeforeChangeProfile?.Invoke(sender, e);
}
public void OnAfterChangeProfileEvent(object sender, GeneralEventArgs e)
{
AfterChangeProfile?.Invoke(sender, e);
}
public void OnSucceedChangeProfileEvent(object sender, GeneralEventArgs e)
{
SucceedChangeProfile?.Invoke(sender, e);
}
public void OnFailedChangeProfileEvent(object sender, GeneralEventArgs e)
{
FailedChangeProfile?.Invoke(sender, e);
}
public void OnBeforeChangeAccountSettingEvent(object sender, GeneralEventArgs e)
{
BeforeChangeAccountSetting?.Invoke(sender, e);
}
public void OnAfterChangeAccountSettingEvent(object sender, GeneralEventArgs e)
{
AfterChangeAccountSetting?.Invoke(sender, e);
}
public void OnSucceedChangeAccountSettingEvent(object sender, GeneralEventArgs e)
{
SucceedChangeAccountSetting?.Invoke(sender, e);
}
public void OnFailedChangeAccountSettingEvent(object sender, GeneralEventArgs e)
{
FailedChangeAccountSetting?.Invoke(sender, e);
}
public void OnBeforeOpenInventoryEvent(object sender, GeneralEventArgs e)
{
BeforeOpenInventory?.Invoke(sender, e);
}
public void OnAfterOpenInventoryEvent(object sender, GeneralEventArgs e)
{
AfterOpenInventory?.Invoke(sender, e);
}
public void OnSucceedOpenInventoryEvent(object sender, GeneralEventArgs e)
{
SucceedOpenInventory?.Invoke(sender, e);
}
public void OnFailedOpenInventoryEvent(object sender, GeneralEventArgs e)
{
FailedOpenInventory?.Invoke(sender, e);
}
public void OnBeforeSignInEvent(object sender, GeneralEventArgs e)
{
BeforeSignIn?.Invoke(sender, e);
}
public void OnAfterSignInEvent(object sender, GeneralEventArgs e)
{
AfterSignIn?.Invoke(sender, e);
}
public void OnSucceedSignInEvent(object sender, GeneralEventArgs e)
{
SucceedSignIn?.Invoke(sender, e);
}
public void OnFailedSignInEvent(object sender, GeneralEventArgs e)
{
FailedSignIn?.Invoke(sender, e);
}
public void OnBeforeOpenStoreEvent(object sender, GeneralEventArgs e)
{
BeforeOpenStore?.Invoke(sender, e);
}
public void OnAfterOpenStoreEvent(object sender, GeneralEventArgs e)
{
AfterOpenStore?.Invoke(sender, e);
}
public void OnSucceedOpenStoreEvent(object sender, GeneralEventArgs e)
{
SucceedOpenStore?.Invoke(sender, e);
}
public void OnFailedOpenStoreEvent(object sender, GeneralEventArgs e)
{
FailedOpenStore?.Invoke(sender, e);
}
public void OnBeforeBuyItemEvent(object sender, GeneralEventArgs e)
{
BeforeBuyItem?.Invoke(sender, e);
}
public void OnAfterBuyItemEvent(object sender, GeneralEventArgs e)
{
AfterBuyItem?.Invoke(sender, e);
}
public void OnSucceedBuyItemEvent(object sender, GeneralEventArgs e)
{
SucceedBuyItem?.Invoke(sender, e);
}
public void OnFailedBuyItemEvent(object sender, GeneralEventArgs e)
{
FailedBuyItem?.Invoke(sender, e);
}
public void OnBeforeShowRankingEvent(object sender, GeneralEventArgs e)
{
BeforeShowRanking?.Invoke(sender, e);
}
public void OnAfterShowRankingEvent(object sender, GeneralEventArgs e)
{
AfterShowRanking?.Invoke(sender, e);
}
public void OnSucceedShowRankingEvent(object sender, GeneralEventArgs e)
{
SucceedShowRanking?.Invoke(sender, e);
}
public void OnFailedShowRankingEvent(object sender, GeneralEventArgs e)
{
FailedShowRanking?.Invoke(sender, e);
}
public void OnBeforeUseItemEvent(object sender, GeneralEventArgs e)
{
BeforeUseItem?.Invoke(sender, e);
}
public void OnAfterUseItemEvent(object sender, GeneralEventArgs e)
{
AfterUseItem?.Invoke(sender, e);
}
public void OnSucceedUseItemEvent(object sender, GeneralEventArgs e)
{
SucceedUseItem?.Invoke(sender, e);
}
public void OnFailedUseItemEvent(object sender, GeneralEventArgs e)
{
FailedUseItem?.Invoke(sender, e);
}
public void OnBeforeEndGameEvent(object sender, GeneralEventArgs e)
{
BeforeEndGame?.Invoke(sender, e);
}
public void OnAfterEndGameEvent(object sender, GeneralEventArgs e)
{
AfterEndGame?.Invoke(sender, e);
}
public void OnSucceedEndGameEvent(object sender, GeneralEventArgs e)
{
SucceedEndGame?.Invoke(sender, e);
}
public void OnFailedEndGameEvent(object sender, GeneralEventArgs e)
{
FailedEndGame?.Invoke(sender, e);
}
}
}

View File

@ -0,0 +1,88 @@
using Milimoe.FunGame.Core.Controller;
using Milimoe.FunGame.Core.Interface.Addons;
namespace Milimoe.FunGame.Core.Library.Common.Addon
{
public abstract class WebAPIPlugin : IAddon, IAddonController<IAddon>
{
/// <summary>
/// 插件名称
/// </summary>
public abstract string Name { get; }
/// <summary>
/// 插件描述
/// </summary>
public abstract string Description { get; }
/// <summary>
/// 插件版本
/// </summary>
public abstract string Version { get; }
/// <summary>
/// 插件作者
/// </summary>
public abstract string Author { get; }
/// <summary>
/// 包含了一些常用方法的控制器
/// </summary>
public BaseAddonController<IAddon> Controller
{
get => _Controller ?? throw new NotImplementedException();
set => _Controller = value;
}
/// <summary>
/// 控制器内部变量
/// </summary>
private BaseAddonController<IAddon>? _Controller;
/// <summary>
/// 加载标记
/// </summary>
private bool IsLoaded = false;
/// <summary>
/// 加载插件
/// </summary>
public bool Load(params object[] objs)
{
if (IsLoaded)
{
return false;
}
// BeforeLoad可以阻止加载此插件
if (BeforeLoad(objs))
{
// 插件加载后,不允许再次加载此插件
IsLoaded = true;
}
return IsLoaded;
}
/// <summary>
/// 接收服务器控制台的输入
/// </summary>
/// <param name="input"></param>
public abstract void ProcessInput(string input);
/// <summary>
/// 插件完全加载后需要做的事
/// </summary>
public virtual void AfterLoad(params object[] objs)
{
// override
}
/// <summary>
/// 允许返回false来阻止加载此插件
/// </summary>
/// <returns></returns>
protected virtual bool BeforeLoad(params object[] objs)
{
return true;
}
}
}

View File

@ -10,6 +10,8 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
public SocketMessageType SocketType { get; } = SocketMessageType.Unknown; public SocketMessageType SocketType { get; } = SocketMessageType.Unknown;
public Guid Token { get; } = Guid.Empty; public Guid Token { get; } = Guid.Empty;
public object[] Parameters { get; } = []; public object[] Parameters { get; } = [];
[JsonIgnore]
public int Length => Parameters.Length; public int Length => Parameters.Length;
// 从参数列表中获取指定索引的参数的Json字符串 // 从参数列表中获取指定索引的参数的Json字符串
@ -27,11 +29,11 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
} }
[JsonConstructor] [JsonConstructor]
public SocketObject(SocketMessageType type, Guid token, params object[] args) public SocketObject(SocketMessageType socketType, Guid token, params object[] parameters)
{ {
SocketType = type; SocketType = socketType;
Token = token; Token = token;
if (args != null && args.Length > 0) Parameters = args; if (parameters != null && parameters.Length > 0) Parameters = parameters;
} }
/// <summary> /// <summary>

View File

@ -1,4 +1,4 @@
using System.Collections; using System;
using System.Reflection; using System.Reflection;
using Milimoe.FunGame.Core.Interface.Addons; using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Common.Addon;
@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Core.Service
/// <param name="delegates"></param> /// <param name="delegates"></param>
/// <param name="otherobjs"></param> /// <param name="otherobjs"></param>
/// <returns></returns> /// <returns></returns>
internal static Dictionary<string, Plugin> LoadPlugins(Dictionary<string, Plugin> plugins, Hashtable delegates, params object[] otherobjs) internal static Dictionary<string, Plugin> LoadPlugins(Dictionary<string, Plugin> plugins, Dictionary<string, object> delegates, params object[] otherobjs)
{ {
if (!Directory.Exists(ReflectionSet.PluginFolderPath)) return plugins; if (!Directory.Exists(ReflectionSet.PluginFolderPath)) return plugins;
@ -56,6 +56,82 @@ namespace Milimoe.FunGame.Core.Service
return plugins; return plugins;
} }
/// <summary>
/// 从plugins目录加载所有Server插件
/// </summary>
/// <param name="plugins"></param>
/// <param name="delegates"></param>
/// <param name="otherobjs"></param>
/// <returns></returns>
internal static Dictionary<string, ServerPlugin> LoadServerPlugins(Dictionary<string, ServerPlugin> plugins, Dictionary<string, object> delegates, params object[] otherobjs)
{
if (!Directory.Exists(ReflectionSet.PluginFolderPath)) return plugins;
string[] dlls = Directory.GetFiles(ReflectionSet.PluginFolderPath, "*.dll");
foreach (string dll in dlls)
{
// 加载目录下所有的DLL
Assembly assembly = Assembly.LoadFrom(dll);
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(ServerPlugin))))
{
if (AddAddonInstances(type, plugins, (instance) =>
{
if (instance.Load(otherobjs))
{
instance.Controller = new(instance, delegates);
return true;
}
return false;
}))
{
AddDictionary(PluginFilePaths, assembly, dll);
}
}
}
return plugins;
}
/// <summary>
/// 从plugins目录加载所有WebAPI插件
/// </summary>
/// <param name="plugins"></param>
/// <param name="delegates"></param>
/// <param name="otherobjs"></param>
/// <returns></returns>
internal static Dictionary<string, WebAPIPlugin> LoadWebAPIPlugins(Dictionary<string, WebAPIPlugin> plugins, Dictionary<string, object> delegates, params object[] otherobjs)
{
if (!Directory.Exists(ReflectionSet.PluginFolderPath)) return plugins;
string[] dlls = Directory.GetFiles(ReflectionSet.PluginFolderPath, "*.dll");
foreach (string dll in dlls)
{
// 加载目录下所有的DLL
Assembly assembly = Assembly.LoadFrom(dll);
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(WebAPIPlugin))))
{
if (AddAddonInstances(type, plugins, (instance) =>
{
if (instance.Load(otherobjs))
{
instance.Controller = new(instance, delegates);
return true;
}
return false;
}))
{
AddDictionary(PluginFilePaths, assembly, dll);
}
}
}
return plugins;
}
/// <summary> /// <summary>
/// 从modules目录加载所有模组 /// 从modules目录加载所有模组
/// </summary> /// </summary>
@ -66,7 +142,7 @@ namespace Milimoe.FunGame.Core.Service
/// <param name="delegates"></param> /// <param name="delegates"></param>
/// <param name="otherobjs"></param> /// <param name="otherobjs"></param>
/// <returns></returns> /// <returns></returns>
internal static Dictionary<string, GameModule> LoadGameModules(Dictionary<string, GameModule> modules, Dictionary<string, CharacterModule> characters, Dictionary<string, SkillModule> skills, Dictionary<string, ItemModule> items, Hashtable delegates, params object[] otherobjs) internal static Dictionary<string, GameModule> LoadGameModules(Dictionary<string, GameModule> modules, Dictionary<string, CharacterModule> characters, Dictionary<string, SkillModule> skills, Dictionary<string, ItemModule> items, Dictionary<string, object> delegates, params object[] otherobjs)
{ {
if (!Directory.Exists(ReflectionSet.GameModuleFolderPath)) return modules; if (!Directory.Exists(ReflectionSet.GameModuleFolderPath)) return modules;
@ -125,7 +201,7 @@ namespace Milimoe.FunGame.Core.Service
/// <param name="delegates"></param> /// <param name="delegates"></param>
/// <param name="otherobjs"></param> /// <param name="otherobjs"></param>
/// <returns></returns> /// <returns></returns>
internal static Dictionary<string, GameModuleServer> LoadGameModulesForServer(Dictionary<string, GameModuleServer> servers, Dictionary<string, CharacterModule> characters, Dictionary<string, SkillModule> skills, Dictionary<string, ItemModule> items, Hashtable delegates, params object[] otherobjs) internal static Dictionary<string, GameModuleServer> LoadGameModulesForServer(Dictionary<string, GameModuleServer> servers, Dictionary<string, CharacterModule> characters, Dictionary<string, SkillModule> skills, Dictionary<string, ItemModule> items, Dictionary<string, object> delegates, params object[] otherobjs)
{ {
if (!Directory.Exists(ReflectionSet.GameModuleFolderPath)) return servers; if (!Directory.Exists(ReflectionSet.GameModuleFolderPath)) return servers;

View File

@ -16,6 +16,7 @@ namespace Milimoe.FunGame.Core.Service
private readonly static JsonSerializerOptions GeneralOptions = new() private readonly static JsonSerializerOptions GeneralOptions = new()
{ {
WriteIndented = true, WriteIndented = true,
PropertyNameCaseInsensitive = true,
Encoder = JavaScriptEncoder.Create(UnicodeRanges.All), Encoder = JavaScriptEncoder.Create(UnicodeRanges.All),
ReferenceHandler = ReferenceHandler.IgnoreCycles, ReferenceHandler = ReferenceHandler.IgnoreCycles,
Converters = { new DateTimeConverter(), new DataTableConverter(), new DataSetConverter(), new UserConverter(), new RoomConverter(), Converters = { new DateTimeConverter(), new DataTableConverter(), new DataSetConverter(), new UserConverter(), new RoomConverter(),