/** * 此文件用于保存字符串常量(String Set) */ namespace Milimoe.FunGame.Core.Library.Constant { /// /// 配合 使用,也别忘了修改 /// public class InterfaceSet { public class Type { public const string IClient = "IClientImpl"; public const string IServer = "IServerImpl"; } public class Method { public const string RemoteServerIP = "RemoteServerIP"; public const string DBConnection = "DBConnection"; public const string GetServerSettings = "GetServerSettings"; public const string GameModeList = "GameModeList"; public const string GameMapList = "GameMapList"; } } /// /// 需要同步更新 /// public class SocketSet { public const int MaxRetryTimes = 20; public const int MaxConnection_1C2G = 10; public const int MaxConnection_2C2G = 20; public const int MaxConnection_4C4G = 40; public const string Socket = "Socket"; public const string Unknown = "Unknown"; public const string DataRequest = "DataRequest"; public const string Connect = "Connect"; public const string Disconnect = "Disconnect"; public const string System = "System"; public const string HeartBeat = "HeartBeat"; public const string ForceLogout = "ForceLogout"; public const string Chat = "Chat"; public const string UpdateRoomMaster = "UpdateRoomMaster"; public const string MatchRoom = "MatchRoom"; public const string StartGame = "StartGame"; public const string EndGame = "EndGame"; public const string Gaming = "Gaming"; /// /// 将通信类型的枚举转换为字符串 /// /// 通信类型 /// 等效字符串 public static string GetTypeString(SocketMessageType type) { return type switch { SocketMessageType.DataRequest => DataRequest, SocketMessageType.Connect => Connect, SocketMessageType.Disconnect => Disconnect, SocketMessageType.System => System, SocketMessageType.HeartBeat => HeartBeat, SocketMessageType.ForceLogout => ForceLogout, SocketMessageType.Chat => Chat, SocketMessageType.UpdateRoomMaster => UpdateRoomMaster, SocketMessageType.MatchRoom => MatchRoom, SocketMessageType.StartGame => StartGame, SocketMessageType.EndGame => EndGame, SocketMessageType.Gaming => Gaming, _ => Unknown }; } } /// /// 需要同步更新 /// public class DataRequestSet { public const string UnKnown = "UnKnown"; /** * RunTime */ public const string RunTime_Logout = "RunTime::Logout"; /** * Main */ public const string Main_GetNotice = "Main::GetNotice"; public const string Main_IntoRoom = "Main::IntoRoom"; public const string Main_QuitRoom = "Main::QuitRoom"; public const string Main_CreateRoom = "Main::CreateRoom"; public const string Main_UpdateRoom = "Main::UpdateRoom"; public const string Main_MatchRoom = "Main::MatchRoom"; public const string Main_Chat = "Main::Chat"; public const string Main_Ready = "Main::Ready"; public const string Main_CancelReady = "Main::CancelReady"; public const string Main_StartGame = "Main::StartGame"; /** * Register */ public const string Reg_GetRegVerifyCode = "Reg::GetRegVerifyCode"; /** * Login */ public const string Login_Login = "Login::Login"; public const string Login_GetFindPasswordVerifyCode = "Login::GetFindPasswordVerifyCode"; public const string Login_UpdatePassword = "Login::UpdatePassword"; /** * Room */ public const string Room_GetRoomSettings = "Room::GetRoomSettings"; public const string Room_GetRoomPlayerCount = "Room::GetRoomPlayerCount"; public const string Room_UpdateRoomMaster = "Room::UpdateRoomMaster"; /** * Gaming */ public const string Gaming = "Gaming"; /// /// 获取Type的等效字符串 /// /// /// public static string GetTypeString(DataRequestType type) { return type switch { DataRequestType.RunTime_Logout => RunTime_Logout, DataRequestType.Main_GetNotice => Main_GetNotice, DataRequestType.Main_CreateRoom => Main_CreateRoom, DataRequestType.Main_UpdateRoom => Main_UpdateRoom, DataRequestType.Main_IntoRoom => Main_IntoRoom, DataRequestType.Main_QuitRoom => Main_QuitRoom, DataRequestType.Main_MatchRoom => Main_MatchRoom, DataRequestType.Main_Chat => Main_Chat, DataRequestType.Main_Ready => Main_Ready, DataRequestType.Main_CancelReady => Main_CancelReady, DataRequestType.Main_StartGame => Main_StartGame, DataRequestType.Reg_GetRegVerifyCode => Reg_GetRegVerifyCode, DataRequestType.Login_Login => Login_Login, DataRequestType.Login_GetFindPasswordVerifyCode => Login_GetFindPasswordVerifyCode, DataRequestType.Login_UpdatePassword => Login_UpdatePassword, DataRequestType.Room_GetRoomSettings => Room_GetRoomSettings, DataRequestType.Room_GetRoomPlayerCount => Room_GetRoomPlayerCount, DataRequestType.Room_UpdateRoomMaster => Room_UpdateRoomMaster, DataRequestType.Gaming => Gaming, _ => UnKnown }; } } public class GamingSet { public const string None = "Gaming::None"; public const string Connect = "Gaming::Connect"; public const string Disconnect = "Gaming::Disconnect"; public const string Reconnect = "Gaming::Reconnect"; public const string BanCharacter = "Gaming::BanCharacter"; public const string PickCharacter = "Gaming::PickCharacter"; public const string Random = "Gaming::Random"; public const string Round = "Gaming::Round"; public const string LevelUp = "Gaming::LevelUp"; public const string Move = "Gaming::Move"; public const string Attack = "Gaming::Attack"; public const string Skill = "Gaming::Skill"; public const string Item = "Gaming::Item"; public const string Magic = "Gaming::Magic"; public const string Buy = "Gaming::Buy"; public const string SuperSkill = "Gaming::SuperSkill"; public const string Pause = "Gaming::Pause"; public const string Unpause = "Gaming::Unpause"; public const string Surrender = "Gaming::Surrender"; public const string UpdateInfo = "Gaming::UpdateInfo"; public const string Punish = "Gaming::Punish"; /// /// 获取Type的等效字符串 /// /// /// public static string GetTypeString(GamingType type) { return type switch { GamingType.Connect => Connect, GamingType.Disconnect => Disconnect, GamingType.Reconnect => Reconnect, GamingType.BanCharacter => BanCharacter, GamingType.PickCharacter => PickCharacter, GamingType.Random => Random, GamingType.Round => Round, GamingType.LevelUp => LevelUp, GamingType.Move => Move, GamingType.Attack => Attack, GamingType.Skill => Skill, GamingType.Item => Item, GamingType.Magic => Magic, GamingType.Buy => Buy, GamingType.SuperSkill => SuperSkill, GamingType.Pause => Pause, GamingType.Unpause => Unpause, GamingType.Surrender => Surrender, GamingType.UpdateInfo => UpdateInfo, GamingType.Punish => Punish, _ => None }; } } public class ReflectionSet { public const string FUNGAME_IMPL = "FunGame.Implement"; public static string EXEFolderPath { get; } = AppDomain.CurrentDomain.BaseDirectory; // 程序目录 public static string PluginFolderPath { get; } = AppDomain.CurrentDomain.BaseDirectory + @"plugins\"; // 插件目录 public static string GameModeFolderPath { get; } = AppDomain.CurrentDomain.BaseDirectory + @"gamemods\"; // 游戏模组目录 public static string GameMapFolderPath { get; } = AppDomain.CurrentDomain.BaseDirectory + @"maps\"; // 游戏地图目录 } public class FormSet { public const string Main = "Main"; public const string Register = "Register"; public const string Login = "Login"; public const string Inventory = "Inventory"; public const string Store = "Store"; public const string RoomSetting = "RoomSetting"; public const string UserCenter = "UserCenter"; } public class RoomSet { public const string All = "全部"; public const string Mix = "混战模式"; public const string Team = "团队模式"; public const string Solo = "对弈模式"; public const string FastAuto = "快速自走模式"; public const string Custom = "自定义模式"; /// /// 获取Type的等效字符串 /// /// /// public static string GetTypeString(RoomType type) { return type switch { RoomType.Mix => Mix, RoomType.Team => Team, RoomType.Solo => Solo, RoomType.FastAuto => FastAuto, RoomType.Custom => Custom, _ => All }; } /// /// 获取字符串对应的枚举 /// /// /// public static RoomType GetRoomType(string typestring) { return typestring switch { Mix => RoomType.Mix, Team => RoomType.Team, FastAuto => RoomType.FastAuto, Custom => RoomType.Custom, _ => RoomType.All }; } } public class UserSet { public const long UnknownUserId = 0; public const long GuestUserId = -5; public const long LocalUserId = -6; public const string UnknownUserName = "未知用户"; public const string GuestUserName = "游客用户"; public const string LocalUserName = "本地用户"; } }