FunGame-Core/Library/Constant/ConstantSet.cs
2023-11-25 01:44:17 +08:00

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/**
* 此文件用于保存字符串常量String Set
*/
namespace Milimoe.FunGame.Core.Library.Constant
{
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";
}
}
/// <summary>
/// 需要同步更新 <see cref="SocketMessageType"/>
/// </summary>
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";
/// <summary>
/// 将通信类型的枚举转换为字符串
/// </summary>
/// <param name="type">通信类型</param>
/// <returns>等效字符串</returns>
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
};
}
}
/// <summary>
/// 需要同步更新 <see cref="DataRequestType"/>
/// </summary>
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_Connect = "Gaming::Connect";
public const string Gaming_Disconnect = "Gaming::Disconnect";
public const string Gaming_Reconnect = "Gaming::Reconnect";
public const string Gaming_Ban = "Gaming::Ban";
public const string Gaming_Pick = "Gaming::Pick";
public const string Gaming_Random = "Gaming::Random";
public const string Gaming_Move = "Gaming::Move";
public const string Gaming_Attack = "Gaming::Attack";
public const string Gaming_Skill = "Gaming::Skill";
public const string Gaming_Item = "Gaming::Item";
public const string Gaming_Magic = "Gaming::Magic";
public const string Gaming_Buy = "Gaming::Buy";
public const string Gaming_SuperSkill = "Gaming::SuperSkill";
public const string Gaming_Pause = "Gaming::Pause";
public const string Gaming_Unpause = "Gaming::Unpause";
public const string Gaming_Surrender = "Gaming::Surrender";
public const string Gaming_UpdateUserInfo = "Gaming::UpdateUserInfo";
/// <summary>
/// 获取Type的等效字符串
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
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_Connect => Gaming_Connect,
DataRequestType.Gaming_Disconnect => Gaming_Disconnect,
DataRequestType.Gaming_Reconnect => Gaming_Reconnect,
DataRequestType.Gaming_Ban => Gaming_Ban,
DataRequestType.Gaming_Pick => Gaming_Pick,
DataRequestType.Gaming_Random => Gaming_Random,
DataRequestType.Gaming_Move => Gaming_Move,
DataRequestType.Gaming_Attack => Gaming_Attack,
DataRequestType.Gaming_Skill => Gaming_Skill,
DataRequestType.Gaming_Item => Gaming_Item,
DataRequestType.Gaming_Magic => Gaming_Magic,
DataRequestType.Gaming_Buy => Gaming_Buy,
DataRequestType.Gaming_SuperSkill => Gaming_SuperSkill,
DataRequestType.Gaming_Pause => Gaming_Pause,
DataRequestType.Gaming_Unpause => Gaming_Unpause,
DataRequestType.Gaming_Surrender => Gaming_Surrender,
DataRequestType.Gaming_UpdateUserInfo => Gaming_UpdateUserInfo,
_ => UnKnown
};
}
}
public class ReflectionSet
{
public const string FUNGAME_IMPL = "FunGame.Implement";
public static string EXEFolderPath { get; } = Environment.CurrentDirectory.ToString() + "\\"; // 程序目录
public static string PluginFolderPath { get; } = Environment.CurrentDirectory.ToString() + "\\plugins\\"; // 插件目录
}
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 GameMode
{
public const string All = "所有模式";
public const string AllHasPass = "带密码的所有模式";
public const string Mix = "混战模式";
public const string MixHasPass = "带密码的混战模式";
public const string Team = "团队模式";
public const string TeamHasPass = "带密码的团队模式";
/// <summary>
/// 获取Type的等效字符串
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public static string GetTypeString(RoomType type)
{
return type switch
{
RoomType.Mix => Mix,
RoomType.Team => Team,
RoomType.MixHasPass => MixHasPass,
RoomType.TeamHasPass => TeamHasPass,
RoomType.AllHasPass => AllHasPass,
_ => All
};
}
/// <summary>
/// 获取字符串对应的枚举
/// </summary>
/// <param name="typestring"></param>
/// <returns></returns>
public static RoomType GetRoomType(string typestring)
{
return typestring switch
{
Mix => RoomType.Mix,
Team => RoomType.Team,
MixHasPass => RoomType.MixHasPass,
TeamHasPass => RoomType.TeamHasPass,
AllHasPass => RoomType.AllHasPass,
_ => RoomType.All
};
}
}
}