mirror of
https://github.com/project-redbud/FunGame-Core.git
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247 lines
10 KiB
C#
247 lines
10 KiB
C#
/**
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* 此文件用于保存字符串常量(String Set)
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*/
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namespace Milimoe.FunGame.Core.Library.Constant
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{
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public class InterfaceSet
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{
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public class Type
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{
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public const string IClient = "IClientImpl";
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public const string IServer = "IServerImpl";
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}
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public class Method
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{
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public const string RemoteServerIP = "RemoteServerIP";
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public const string DBConnection = "DBConnection";
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public const string GetServerSettings = "GetServerSettings";
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}
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}
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/// <summary>
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/// 需要同步更新 <see cref="SocketMessageType"/>
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/// </summary>
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public class SocketSet
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{
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public const int MaxRetryTimes = 20;
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public const int MaxConnection_1C2G = 10;
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public const int MaxConnection_2C2G = 20;
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public const int MaxConnection_4C4G = 40;
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public const string Socket = "Socket";
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public const string Unknown = "Unknown";
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public const string DataRequest = "DataRequest";
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public const string Connect = "Connect";
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public const string Disconnect = "Disconnect";
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public const string System = "System";
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public const string HeartBeat = "HeartBeat";
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public const string ForceLogout = "ForceLogout";
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public const string Chat = "Chat";
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public const string UpdateRoomMaster = "UpdateRoomMaster";
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public const string MatchRoom = "MatchRoom";
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public const string StartGame = "StartGame";
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public const string EndGame = "EndGame";
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public const string Gaming = "Gaming";
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/// <summary>
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/// 将通信类型的枚举转换为字符串
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/// </summary>
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/// <param name="type">通信类型</param>
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/// <returns>等效字符串</returns>
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public static string GetTypeString(SocketMessageType type)
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{
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return type switch
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{
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SocketMessageType.DataRequest => DataRequest,
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SocketMessageType.Connect => Connect,
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SocketMessageType.Disconnect => Disconnect,
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SocketMessageType.System => System,
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SocketMessageType.HeartBeat => HeartBeat,
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SocketMessageType.ForceLogout => ForceLogout,
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SocketMessageType.Chat => Chat,
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SocketMessageType.UpdateRoomMaster => UpdateRoomMaster,
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SocketMessageType.MatchRoom => MatchRoom,
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SocketMessageType.StartGame => StartGame,
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SocketMessageType.EndGame => EndGame,
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SocketMessageType.Gaming => Gaming,
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_ => Unknown
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};
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}
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}
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/// <summary>
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/// 需要同步更新 <see cref="DataRequestType"/>
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/// </summary>
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public class DataRequestSet
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{
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public const string UnKnown = "UnKnown";
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/**
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* RunTime
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*/
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public const string RunTime_Logout = "RunTime::Logout";
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/**
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* Main
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*/
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public const string Main_GetNotice = "Main::GetNotice";
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public const string Main_IntoRoom = "Main::IntoRoom";
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public const string Main_QuitRoom = "Main::QuitRoom";
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public const string Main_CreateRoom = "Main::CreateRoom";
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public const string Main_UpdateRoom = "Main::UpdateRoom";
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public const string Main_MatchRoom = "Main::MatchRoom";
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public const string Main_Chat = "Main::Chat";
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public const string Main_Ready = "Main::Ready";
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public const string Main_CancelReady = "Main::CancelReady";
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public const string Main_StartGame = "Main::StartGame";
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/**
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* Register
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*/
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public const string Reg_GetRegVerifyCode = "Reg::GetRegVerifyCode";
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/**
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* Login
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*/
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public const string Login_Login = "Login::Login";
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public const string Login_GetFindPasswordVerifyCode = "Login::GetFindPasswordVerifyCode";
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public const string Login_UpdatePassword = "Login::UpdatePassword";
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/**
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* Room
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*/
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public const string Room_GetRoomSettings = "Room::GetRoomSettings";
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public const string Room_GetRoomPlayerCount = "Room::GetRoomPlayerCount";
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public const string Room_UpdateRoomMaster = "Room::UpdateRoomMaster";
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/**
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* Gaming
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*/
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public const string Gaming_Connect = "Gaming::Connect";
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public const string Gaming_Disconnect = "Gaming::Disconnect";
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public const string Gaming_Reconnect = "Gaming::Reconnect";
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public const string Gaming_Ban = "Gaming::Ban";
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public const string Gaming_Pick = "Gaming::Pick";
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public const string Gaming_Random = "Gaming::Random";
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public const string Gaming_Move = "Gaming::Move";
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public const string Gaming_Attack = "Gaming::Attack";
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public const string Gaming_Skill = "Gaming::Skill";
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public const string Gaming_Item = "Gaming::Item";
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public const string Gaming_Magic = "Gaming::Magic";
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public const string Gaming_Buy = "Gaming::Buy";
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public const string Gaming_SuperSkill = "Gaming::SuperSkill";
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public const string Gaming_Pause = "Gaming::Pause";
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public const string Gaming_Unpause = "Gaming::Unpause";
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public const string Gaming_Surrender = "Gaming::Surrender";
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public const string Gaming_UpdateUserInfo = "Gaming::UpdateUserInfo";
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/// <summary>
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/// 获取Type的等效字符串
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public static string GetTypeString(DataRequestType type)
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{
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return type switch
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{
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DataRequestType.RunTime_Logout => RunTime_Logout,
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DataRequestType.Main_GetNotice => Main_GetNotice,
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DataRequestType.Main_CreateRoom => Main_CreateRoom,
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DataRequestType.Main_UpdateRoom => Main_UpdateRoom,
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DataRequestType.Main_IntoRoom => Main_IntoRoom,
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DataRequestType.Main_QuitRoom => Main_QuitRoom,
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DataRequestType.Main_MatchRoom => Main_MatchRoom,
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DataRequestType.Main_Chat => Main_Chat,
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DataRequestType.Main_Ready => Main_Ready,
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DataRequestType.Main_CancelReady => Main_CancelReady,
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DataRequestType.Main_StartGame => Main_StartGame,
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DataRequestType.Reg_GetRegVerifyCode => Reg_GetRegVerifyCode,
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DataRequestType.Login_Login => Login_Login,
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DataRequestType.Login_GetFindPasswordVerifyCode => Login_GetFindPasswordVerifyCode,
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DataRequestType.Login_UpdatePassword => Login_UpdatePassword,
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DataRequestType.Room_GetRoomSettings => Room_GetRoomSettings,
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DataRequestType.Room_GetRoomPlayerCount => Room_GetRoomPlayerCount,
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DataRequestType.Room_UpdateRoomMaster => Room_UpdateRoomMaster,
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DataRequestType.Gaming_Connect => Gaming_Connect,
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DataRequestType.Gaming_Disconnect => Gaming_Disconnect,
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DataRequestType.Gaming_Reconnect => Gaming_Reconnect,
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DataRequestType.Gaming_Ban => Gaming_Ban,
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DataRequestType.Gaming_Pick => Gaming_Pick,
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DataRequestType.Gaming_Random => Gaming_Random,
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DataRequestType.Gaming_Move => Gaming_Move,
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DataRequestType.Gaming_Attack => Gaming_Attack,
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DataRequestType.Gaming_Skill => Gaming_Skill,
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DataRequestType.Gaming_Item => Gaming_Item,
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DataRequestType.Gaming_Magic => Gaming_Magic,
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DataRequestType.Gaming_Buy => Gaming_Buy,
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DataRequestType.Gaming_SuperSkill => Gaming_SuperSkill,
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DataRequestType.Gaming_Pause => Gaming_Pause,
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DataRequestType.Gaming_Unpause => Gaming_Unpause,
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DataRequestType.Gaming_Surrender => Gaming_Surrender,
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DataRequestType.Gaming_UpdateUserInfo => Gaming_UpdateUserInfo,
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_ => UnKnown
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};
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}
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}
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public class ReflectionSet
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{
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public const string FUNGAME_IMPL = "FunGame.Implement";
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public static string EXEFolderPath { get; } = Environment.CurrentDirectory.ToString() + "\\"; // 程序目录
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public static string PluginFolderPath { get; } = Environment.CurrentDirectory.ToString() + "\\plugins\\"; // 插件目录
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}
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public class FormSet
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{
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public const string Main = "Main";
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public const string Register = "Register";
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public const string Login = "Login";
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public const string Inventory = "Inventory";
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public const string Store = "Store";
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public const string RoomSetting = "RoomSetting";
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public const string UserCenter = "UserCenter";
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}
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public class GameMode
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{
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public const string All = "所有模式";
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public const string AllHasPass = "带密码的所有模式";
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public const string Mix = "混战模式";
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public const string MixHasPass = "带密码的混战模式";
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public const string Team = "团队模式";
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public const string TeamHasPass = "带密码的团队模式";
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/// <summary>
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/// 获取Type的等效字符串
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public static string GetTypeString(RoomType type)
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{
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return type switch
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{
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RoomType.Mix => Mix,
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RoomType.Team => Team,
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RoomType.MixHasPass => MixHasPass,
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RoomType.TeamHasPass => TeamHasPass,
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RoomType.AllHasPass => AllHasPass,
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_ => All
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};
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}
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/// <summary>
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/// 获取字符串对应的枚举
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/// </summary>
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/// <param name="typestring"></param>
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/// <returns></returns>
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public static RoomType GetRoomType(string typestring)
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{
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return typestring switch
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{
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Mix => RoomType.Mix,
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Team => RoomType.Team,
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MixHasPass => RoomType.MixHasPass,
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TeamHasPass => RoomType.TeamHasPass,
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AllHasPass => RoomType.AllHasPass,
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_ => RoomType.All
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};
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}
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}
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}
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