FunGame-Core/docs/api.xml
2023-11-25 01:44:17 +08:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>FunGame.Core</name>
</assembly>
<members>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest">
<summary>
需要配合Milimoe.FunGame.Core.Library.Constant.DataRequestType使用
确保已添加对应的枚举
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Result">
<summary>
数据请求结果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Error">
<summary>
详细错误信息
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Worker">
<summary>
私有的实现类
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket,Milimoe.FunGame.Core.Library.Constant.DataRequestType,System.Boolean)">
<summary>
基于本地已连接的Socket创建新的数据请求
使用RunTimeModel中的NewDataRequest创建一个新的请求
</summary>
<param name="Socket"></param>
<param name="RequestType"></param>
<param name="IsLongRunning"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.AddRequestData(System.String,System.Object)">
<summary>
添加数据
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Dispose">
<summary>
长时间运行的数据请求需要在使用完毕后自行关闭
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequest">
<summary>
向服务器发送数据请求
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync">
<summary>
异步向服务器发送数据请求
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GetResult``1(System.String)">
<summary>
获取指定key对应的反序列化对象
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GetHashtableJsonObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="hashtable"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.MailSenderID">
<summary>
邮件服务内部ID
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.SmtpClientInfo">
<summary>
Smtp客户端信息
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.LastestResult">
<summary>
上一个邮件发送的结果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.ErrorMsg">
<summary>
上一个邮件的发送错误信息(如果发送失败)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.MailSender._SmtpClientInfo">
内部变量
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.#ctor(System.String,System.String,System.String,System.String,System.Int32,System.Boolean)">
<summary>
创建邮件服务
</summary>
<param name="SenderMailAddress"></param>
<param name="SenderName"></param>
<param name="SenderPassword"></param>
<param name="Host"></param>
<param name="Port"></param>
<param name="OpenSSL"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.CreateMail(System.String,System.String,System.Net.Mail.MailPriority,System.Boolean,System.String[],System.String[],System.String[])">
<summary>
创建完整邮件对象
</summary>
<param name="Subject"></param>
<param name="Body"></param>
<param name="Priority"></param>
<param name="HTML"></param>
<param name="ToList"></param>
<param name="CCList"></param>
<param name="BCCList"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.Send(Milimoe.FunGame.Core.Library.Common.Network.MailObject)">
<summary>
发送邮件
</summary>
<param name="Mail"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.Dispose">
<summary>
关闭邮件服务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.Dispose(System.Boolean)">
<summary>
关闭邮件服务
</summary>
<param name="Disposing"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper">
<summary>
需要在Server中继承此类实现
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Execute">
<summary>
执行一个命令
</summary>
<returns>影响的行数</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Execute(System.String)">
<summary>
执行一个指定的命令
</summary>
<param name="Script">命令</param>
<returns>影响的行数</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataSet">
<summary>
查询DataSet
</summary>
<returns>结果集</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataSet(System.String)">
<summary>
执行指定的命令查询DataSet
</summary>
<param name="Script">命令</param>
<returns>结果集</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataRow">
<summary>
执行指定的命令查询DataRow可选实现
</summary>
<returns>结果行</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataRow(System.String)">
<summary>
执行指定的命令查询DataRow可选实现
</summary>
<param name="Script">命令</param>
<returns>结果行</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Close">
<summary>
关闭连接
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.NewTransaction">
<summary>
创建一个SQL事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Commit">
<summary>
提交事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Rollback">
<summary>
回滚事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetCharacter">
<summary>
获取角色实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetInventory">
<summary>
获取库存实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetItem(Milimoe.FunGame.Core.Library.Constant.ItemType)">
<summary>
获取物品实例默认返回Passiveitem 被动物品 需要强制转换
</summary>
<param name="type">Item类型 主动 或 被动</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetActiveItem">
<summary>
获取主动物品实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetPassiveItem">
<summary>
获取被动物品实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRoom(System.Int64,System.String,System.Nullable{System.DateTime},Milimoe.FunGame.Core.Entity.User,Milimoe.FunGame.Core.Library.Constant.RoomType,Milimoe.FunGame.Core.Library.Constant.RoomState,System.String)">
<summary>
获取房间实例
</summary>
<param name="Id">房间内部序列号</param>
<param name="Roomid">房间号</param>
<param name="CreateTime">创建时间</param>
<param name="RoomMaster">房主</param>
<param name="RoomType">房间类型</param>
<param name="RoomState">房间状态</param>
<param name="Password">房间密码</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRoom(System.Data.DataRow,Milimoe.FunGame.Core.Entity.User)">
<summary>
通过DataSet获取房间实例
</summary>
<param name="DrRoom"></param>
<param name="User"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRooms(System.Data.DataSet,System.Data.DataSet)">
<summary>
通过DataSet获取房间列表
</summary>
<param name="DsRoom"></param>
<param name="DsUser"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetHall">
<summary>
获取大厅(-1号房
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetSkill(Milimoe.FunGame.Core.Library.Constant.SkillType)">
<summary>
获取技能实例默认返回PassiveSkill 被动技能 需要强制转换
</summary>
<param name="type">Skill类型 主动 或 被动</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetActiveSkill">
<summary>
获取主动技能实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetPassiveSkill">
<summary>
获取被动技能实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser">
<summary>
获取用户实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser(System.Int64,System.String,System.Nullable{System.DateTime},System.Nullable{System.DateTime},System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Decimal,System.Decimal,System.Decimal,System.String)">
<summary>
获取用户实例
</summary>
<param name="Id"></param>
<param name="Username"></param>
<param name="RegTime"></param>
<param name="LastTime"></param>
<param name="Email"></param>
<param name="NickName"></param>
<param name="IsAdmin"></param>
<param name="IsOperator"></param>
<param name="IsEnable"></param>
<param name="Credits"></param>
<param name="Materials"></param>
<param name="GameTime"></param>
<param name="AutoKey"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser(System.Data.DataSet)">
<summary>
获取用户实例
</summary>
<param name="ds"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser(System.Data.DataRow)">
<summary>
获取用户实例
</summary>
<param name="dr"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.NetworkUtility">
<summary>
网络服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsIP(System.String)">
<summary>
判断字符串是否是IP地址
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsEmail(System.String)">
<summary>
判断字符串是否为邮箱地址
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsUserName(System.String)">
<summary>
判断字符串是否是正常的用户名(只有中英文和数字)
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.GetUserNameLength(System.String)">
<summary>
获取用户名长度
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsServerAddress(System.String)">
<summary>
判断字符串是否是一个FunGame可接受的服务器地址
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsServerAddress(System.String,System.Int32)">
<summary>
判断参数是否是一个FunGame可接受的服务器地址
</summary>
<param name="ip"></param>
<param name="port"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.GetServerPing(System.String)">
<summary>
获取服务器的延迟
</summary>
<param name="addr">服务器IP地址</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonSerialize``1(``0)">
<summary>
返回目标对象的Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonSerialize``1(``0,System.Text.Json.JsonSerializerOptions)">
<summary>
返回目标对象的Json字符串 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserialize``1(System.String)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserialize``1(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromHashtable``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="hashtable"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromHashtable``1(System.Collections.Hashtable,System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Hashtable中的Json对象 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="hashtable"></param>
<param name="key"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility">
<summary>
时间服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTime(Milimoe.FunGame.Core.Library.Constant.TimeType)">
<summary>
获取系统时间
</summary>
<param name="type">格式化类型</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTime(System.String)">
<summary>
通过字符串转换为DateTime对象
</summary>
<param name="format">时间字符串</param>
<returns>转换失败返回当前时间</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTimeToString(Milimoe.FunGame.Core.Library.Constant.TimeType)">
<summary>
获取系统时间并转为字符串
</summary>
<param name="type">格式化类型</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetNowShortTime">
<summary>
获取系统短日期
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetNowTime">
<summary>
获取系统日期
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Encryption">
<summary>
使用HMACSHA512算法加密
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.HmacSha512(System.String,System.String)">
<summary>
使用HMACSHA512算法加密
</summary>
<param name="Message">需要加密的值</param>
<param name="Key">秘钥</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.RSAEncrypt(System.String,System.String)">
<summary>
使用RSA算法加密
</summary>
<param name="PlainText">明文</param>
<param name="PublicKey">公钥</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.RSADecrypt(System.String,System.String)">
<summary>
使用RSA算法解密
</summary>
<param name="SecretText">密文</param>
<param name="PrivateKey">私钥</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.StringExtension.Encrypt(System.String,System.String)">
<summary>
使用HMACSHA512算法加密
</summary>
<param name="msg">需要加密的值</param>
<param name="key">秘钥</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.CreateVerifyCode(Milimoe.FunGame.Core.Library.Constant.VerifyCodeType,System.Int32)">
<summary>
生成验证码
</summary>
<param name="type">类型</param>
<param name="length">长度</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.NumberVerifyCode(System.Int32)">
<summary>
数字验证码
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.LetterVerifyCode(System.Int32)">
<summary>
字母验证码
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.MixVerifyCode(System.Int32)">
<summary>
混合验证码
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.NewTask(System.Action)">
<summary>
开启一个任务调用返回对象的OnCompleted()方法可以执行后续操作,支持异步
</summary>
<param name="action"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.NewTask(System.Func{System.Threading.Tasks.Task})">
<summary>
开启一个任务调用返回对象的OnCompleted()方法可以执行后续操作,支持异步
</summary>
<param name="task"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.RunTimer(System.Action,System.Int32)">
<summary>
开启一个计时器任务
</summary>
<param name="action"></param>
<param name="milliseconds"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Implement">
<summary>
See: <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceType"/>, <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceSet"/>, <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceMethod"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetFunGameImplementType(System.Reflection.Assembly,Milimoe.FunGame.Core.Library.Constant.InterfaceType)">
<summary>
获取FunGame.Implement.dll中接口的实现方法
</summary>
<param name="Assembly">程序集</param>
<param name="Interface">接口代号</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetImplementClassName(Milimoe.FunGame.Core.Library.Constant.InterfaceType)">
<summary>
获取接口实现类类名
</summary>
<param name="Interface">接口类型</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetImplementMethodName(Milimoe.FunGame.Core.Library.Constant.InterfaceMethod)">
<summary>
获取接口方法名
</summary>
<param name="Method">方法</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetFunGameImplValue(Milimoe.FunGame.Core.Library.Constant.InterfaceType,Milimoe.FunGame.Core.Library.Constant.InterfaceMethod)">
<summary>
公开方法获取FunGame.Implement.DLL中指定方法的返回值
</summary>
<param name="Interface">接口代号</param>
<param name="Method">方法代号</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.JsonTool">
<summary>
创建一个Json工具类<para/>
此工具类拥有单独的序列化选项,支持添加自定义转换器 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/><para/>
<see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/> 继承自 <see cref="T:System.Text.Json.Serialization.JsonConverter"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.JsonTool.JsonSerializerOptions">
<summary>
序列化选项<para/>
已经默认添加了下列转换器:<para/>
<see cref="T:Milimoe.FunGame.Core.Library.Common.JsonConverter.DateTimeConverter"/>, <see cref="T:Milimoe.FunGame.Core.Library.Common.JsonConverter.DataTableConverter"/>, <see cref="T:Milimoe.FunGame.Core.Library.Common.JsonConverter.DataSetConverter"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.AddConverter(System.Text.Json.Serialization.JsonConverter)">
<summary>
注册一个自定义转换器,支持 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/>
</summary>
<param name="converter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.AddConverters(System.Collections.Generic.IEnumerable{System.Text.Json.Serialization.JsonConverter})">
<summary>
注册多个自定义转换器,支持 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/>
</summary>
<param name="converters"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetString``1(``0)">
<summary>
获取Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject``1(System.String)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject(System.String)">
<summary>
反序列化Json对象此方法可能无法返回正确的类型请注意辨别
</summary>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="table"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObjects``1(System.String)">
<summary>
反序列化多个Json对象
注意必须是相同的Json对象才可以使用此方法解析
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.JsonTool.options">
<summary>
Private JsonSerializerOptions
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Singleton">
<summary>
单例表表中的对象以类名作为Key保存并以Key获取该对象Key具有唯一约束
用于储存单例对象使用
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.IsExist(System.Object)">
<summary>
查询目标的类是否已经有实例
</summary>
<param name="single">单例对象</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Add(System.Object)">
<summary>
将目标和目标的类添加至单例表
</summary>
<param name="single">单例对象</param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.SingletonAddException">添加单例到单例表时遇到错误</exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Remove(System.Object)">
<summary>
将目标和目标的类从单例表中移除
</summary>
<param name="single">单例对象</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Get``1">
<summary>
获取单例对象
</summary>
<typeparam name="T">目标类</typeparam>
<returns></returns>
<exception cref="T:Milimoe.FunGame.SingletonGetException">不能从单例表中获取到指定的单例</exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Get(System.Type)">
<summary>
获取单例对象
</summary>
<param name="type">目标类</param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.SingletonGetException">不能从单例表中获取到指定的单例</exception>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.INIHelper.DefaultFileName">
<summary>
默认的配置文件名称
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.WriteINI(System.String,System.String,System.String,System.String)">
<summary>
写入ini文件
</summary>
<param name="Section">Section</param>
<param name="Key"></param>
<param name="Value"></param>
<param name="FileName">文件名缺省为FunGame.ini</param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.ReadINI(System.String,System.String,System.String)">
<summary>
读取ini文件
</summary>
<param name="Section">Section</param>
<param name="Key"></param>
<param name="FileName">文件名缺省为FunGame.ini</param>
<returns>读取到的值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.ExistINIFile(System.String)">
<summary>
查询ini文件是否存在
</summary>
<param name="FileName">文件名缺省为FunGame.ini</param>
<returns>是否存在</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.Init(Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame)">
<summary>
初始化ini模板文件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TXTHelper.ReadTXT(System.String,System.String)">
<summary>
读取TXT文件内容
</summary>
<param name="filename">文件名</param>
<param name="path">相对路径</param>
<returns>内容</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator">
<summary>
Aka. 2FA 双重认证 双因素身份验证
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.SQLHelper">
<summary>
SQLHelper 允许为空
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.#ctor">
<summary>
不使用SQL模式
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.#ctor(Milimoe.FunGame.Core.Api.Transmittal.SQLHelper)">
<summary>
使用SQL模式 记录对应账号的密文到数据库中
</summary>
<param name="SQLHelper"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.IsAvailable(System.String)">
<summary>
检查账号是否需要2FA
</summary>
<param name="username"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.Authenticate(System.String,System.String)">
<summary>
2FA验证
</summary>
<param name="username"></param>
<param name="code"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.INTERVAL_SECONDS">
<summary>
每30秒刷新
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.DIGITS">
<summary>
6位数字2FA验证码
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.PUBLICKEY">
<summary>
----- PUBLIC KEY -----
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.SECRETSIGN">
<summary>
----- SECRET SIGN -----
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.CreateSecretKey(System.String)">
<summary>
创键私钥,用于绑定账号,并生成两个文件,需要用户保存
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.Base32Encode(System.Byte[])">
<summary>
生成随机秘钥字符串
</summary>
<param name="data"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.GenerateCode(System.String)">
<summary>
生成基于当前时间戳的6位数字2FA验证码
</summary>
<param name="secretKey"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.GetCurrentCounter">
<summary>
获取当前时间节点
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.Base32Decode(System.String)">
<summary>
生成验证码
</summary>
<param name="input"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.SplitKeyFile(System.String,System.String[]@)">
<summary>
拆分字符串中的密文和私钥
</summary>
<param name="content"></param>
<param name="strs"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.RunTimeController">
<summary>
此类实现服务器连接、断开连接、心跳检测、创建数据请求等功能
-- 需要继承并实现部分方法 --
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.RunTimeController.Socket">
<summary>
与服务器的连接套接字实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.RunTimeController.Connected">
<summary>
套接字是否已经连接
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._ReceivingTask">
<summary>
接收服务器信息的线程
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._Socket">
<summary>
用于类内赋值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._IsReceiving">
<summary>
是否正在接收服务器信息
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Disconnect">
<summary>
断开服务器连接
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Connect(System.String,System.Int32)">
<summary>
连接服务器
</summary>
<param name="ip"></param>
<param name="port"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.GetServerAddress">
<summary>
获取服务器地址
</summary>
<returns>stringIP地址int端口号</returns>
<exception cref="T:Milimoe.FunGame.FindServerFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.BeforeConnect(System.String@,System.Int32@)">
<summary>
此方法将在连接服务器前触发<para/>
客户端可以重写此方法
</summary>
<param name="ip"></param>
<param name="port"></param>
<returns>false中止连接</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.AfterConnect(System.Object[])">
<summary>
此方法将在连接服务器后触发Connect结果返回前<para/>
客户端可以重写此方法
</summary>
<param name="ConnectArgs">连接服务器后返回的一些数据,可以使用也可以修改它们</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.AutoLogin(System.String,System.String,System.String)">
<summary>
客户端需要自行实现自动登录的事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Close">
<summary>
关闭所有连接
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.WritelnSystemInfo(System.String)">
<summary>
输出消息
</summary>
<param name="msg"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Error(System.Exception)">
<summary>
自定处理异常的方法
-- 一般放在catch中 --
</summary>
<param name="e"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建新的数据请求
</summary>
<param name="RequestType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求
</summary>
<param name="RequestType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.StartReceiving">
<summary>
开始接收服务器信息
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.GetServerMessage">
<summary>
获取服务器已发送的信息为SocketObject数组
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Receiving">
<summary>
具体接收服务器信息以及处理信息的方法
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Disconnect(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到服务器断开连接的通知后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_System(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到服务器系统消息后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_HeartBeat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到服务器心跳后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_ForceLogout(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到强制退出登录的通知后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Chat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到聊天信息后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_UpdateRoomMaster(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到更换房主后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_MatchRoom(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到匹配房间成功后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_StartGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到开始游戏信息后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_EndGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到游戏结束信息后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Gaming(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收到局内消息后的处理方法
</summary>
<param name="ServerMessage"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.SocketHandlerController">
<summary>
<para>继承 AsyncAwaiter 用法:</para>
<para>1、调用Socket.Send()前请设置为等待状态SetWorking();</para>
<para>2、调用Socket.Send() == Success后请等待任务完成WaitForWorkDone();</para>
<para>3、在其他任何地方修改Working状态均会使任务终止。</para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.SocketHandlerController.Work">
<summary>
接收到的SocketObject实例
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.SocketHandlerController._Socket">
<summary>
Socket
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket)">
<summary>
继承请调用base构造
</summary>
<param name="socket">Socket</param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.SocketHandler(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
继承请重写此方法
</summary>
<param name="SocketObject">SocketObject</param>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.SocketHandlerController.IsDisposed">
<summary>
判断是否已经Disposed
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.Dispose">
<summary>
公开的Dispose方法
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.Dispose(System.Boolean)">
<summary>
关闭时
</summary>
<param name="Disposing"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.SocketHandlerController.DisposedEvent">
<summary>
关闭事件
</summary>
</member>
<member name="E:Milimoe.FunGame.Core.Controller.SocketHandlerController.Disposed">
<summary>
<para>Controller关闭时事件</para>
<para>不建议new Dispose()方法,建议使用事件</para>
<para>事件会在base.Dispose()执行前触发</para>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.OnDisposed">
<summary>
触发关闭事件
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.UserStatistics">
<summary>
记录 <see cref="T:Milimoe.FunGame.Core.Entity.User"/> 的生涯、赛季统计数据<para/>
Key为赛季(long)每个key代表第key赛季key = 0时为生涯数据。
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.IEventHandler">
<summary>
窗体继承这些接口便能实现事件,或为插件预留。
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.IConnectEvent">
<summary>
插件需要实现什么事件就继承什么接口
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1">
<summary>
继承这个类可以获得异步等待的功能
<para>参考实现 <see cref="T:Milimoe.FunGame.Core.Controller.SocketHandlerController"/></para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.Work">
<summary>
接收到的实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.Working">
<summary>
是否处于等待的状态
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.SetWorking">
<summary>
异步操作前,请设置为等待状态
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.WaitForWorkDone">
<summary>
等待任务完成(需要自己异步)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.WaitForWorkDoneAsync">
<summary>
异步等待任务完成
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter">
<summary>
任务的等待器,可以设置在任务完成后需要的操作
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.IsCompleted">
<summary>
任务是否完成
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.Exception">
<summary>
捕获到的异常
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.awaiter">
<summary>
<para>内部实现类</para>
实现参见 <see cref="T:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.#ctor(Milimoe.FunGame.Core.Interface.Base.ITaskAwaiter)">
<summary>
构造一个等待器
</summary>
<param name="awaiter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.OnCompleted(System.Action)">
<summary>
返回TaskAwaiter可以连续的调用方法<para/>
但是意义不大前一个OnCompleted方法并不会等待下一个方法<para/>
可以理解为并行广播<para/>
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.OnError(System.Action{System.Exception})">
<summary>
在捕获到异常时将触发Error事件
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Sender">
<summary>
发件人邮箱
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.SenderName">
<summary>
发件人名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Subject">
<summary>
邮件主题
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Body">
<summary>
邮件内容
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Priority">
<summary>
邮件优先级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.HTML">
<summary>
内容是否支持HTML
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.ToList">
<summary>
收件人列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.CCList">
<summary>
抄送列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.BCCList">
<summary>
密送列表
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender)">
<summary>
使用MailSender工具类创建邮件对象
</summary>
<param name="Sender"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(System.String,System.String)">
<summary>
使用地址和名称创建邮件对象
</summary>
<param name="Sender"></param>
<param name="SenderName"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender,System.String,System.String,System.String)">
<summary>
使用地址和名称创建邮件对象,同时写主题、内容、单个收件人
</summary>
<param name="Sender"></param>
<param name="Subject"></param>
<param name="Body"></param>
<param name="To"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender,System.String,System.String,System.String,System.String)">
<summary>
使用地址和名称创建邮件对象,同时写主题、内容、单个收件人、单个抄送
</summary>
<param name="Sender"></param>
<param name="Subject"></param>
<param name="Body"></param>
<param name="To"></param>
<param name="CC"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender,System.String,System.String,System.Net.Mail.MailPriority,System.Boolean,System.String[],System.String[],System.String[])">
<summary>
完整的创建邮件对象
</summary>
<param name="Sender"></param>
<param name="Subject"></param>
<param name="Body"></param>
<param name="Priority"></param>
<param name="HTML"></param>
<param name="ToList"></param>
<param name="CCList"></param>
<param name="BCCList"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Send(Milimoe.FunGame.Core.Api.Transmittal.MailSender)">
<summary>
发送邮件
-- 适合创建一次性邮件并发送 --
</summary>
<param name="sender"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddTo(System.String)">
<summary>
添加收件人
</summary>
<param name="to"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddTo(System.String[])">
<summary>
添加多个收件人
</summary>
<param name="to"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddCC(System.String)">
<summary>
添加抄送
</summary>
<param name="cc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddCC(System.String[])">
<summary>
添加多个抄送
</summary>
<param name="cc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddBCC(System.String)">
<summary>
添加密送
</summary>
<param name="bcc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddBCC(System.String[])">
<summary>
添加多个密送
</summary>
<param name="bcc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.GetParam``1(System.Int32)">
<summary>
从参数列表中获取指定类型和索引的参数
</summary>
<typeparam name="T">类型</typeparam>
<param name="index">索引</param>
<returns>类型的参数</returns>
<exception cref="T:Milimoe.FunGame.IndexOutOfArrayLengthException">索引超过数组上限</exception>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Name">
<summary>
插件名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Description">
<summary>
插件描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Version">
<summary>
插件版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Author">
<summary>
插件作者
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Load(System.Object[])">
<summary>
加载插件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.AfterLoad">
<summary>
插件加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.BeforeLoad">
<summary>
允许返回false来阻止加载此插件
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Init(System.Object[])">
<summary>
传递委托以便让插件调用
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.WritelnSystemInfo">
<summary>
输出系统消息
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.NewDataRequest">
<summary>
基于本地已连接的Socket创建新的数据请求
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.NewLongRunningDataRequest">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Session">
<summary>
Session对象
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.Config">
<summary>
Config对象
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.BindEvent">
<summary>
绑定事件。在<see cref="M:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin.BeforeLoad"/>后触发
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Plugin.Example">
<summary>
必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin"/><para/>
继承事件接口并实现其方法来使插件生效。例如继承:<seealso cref="T:Milimoe.FunGame.Core.Interface.ILoginEvent"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.SocketSet">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.SocketMessageType"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.SocketSet.GetTypeString(Milimoe.FunGame.Core.Library.Constant.SocketMessageType)">
<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>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.DataRequestSet">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.DataRequestType"/>
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.RunTime_Logout">
RunTime
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Main_GetNotice">
Main
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Reg_GetRegVerifyCode">
Register
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Login_Login">
Login
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Room_GetRoomSettings">
Room
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Gaming_Connect">
Gaming
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.GetTypeString(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
获取Type的等效字符串
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.GameMode.GetTypeString(Milimoe.FunGame.Core.Library.Constant.RoomType)">
<summary>
获取Type的等效字符串
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.GameMode.GetRoomType(System.String)">
<summary>
获取字符串对应的枚举
</summary>
<param name="typestring"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame_DebugMode">
<summary>
添加-debug启动项将开启DebugMode仅适用于Desktop或Console
<para>目前支持禁用心跳检测功能</para>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.SocketMessageType">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.SocketSet"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.DataRequestType">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.DataRequestSet"/>
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.SQLScript.Constant.Command_Select">
Commands
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isAutoConnect">
<summary>
是否自动连接服务器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isAutoLogin">
<summary>
是否自动登录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isMatching">
<summary>
是否在匹配中
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isConnected">
<summary>
是否连接上服务器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isRetrying">
<summary>
是否正在重连
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isAutoRetry">
<summary>
是否自动重连
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isInRoom">
<summary>
是否在房间中
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_GameMode">
<summary>
当前游戏模式
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_ServerName">
<summary>
服务器名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_Notice">
<summary>
公告
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_AutoLoginUser">
<summary>
自动登录的账号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_AutoLoginPassword">
<summary>
自动登录的密码
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_AutoLoginKey">
<summary>
自动登录的秘钥
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.Server_IP">
<summary>
服务器IP地址
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.Server_Port">
<summary>
服务器端口号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.SocketToken">
<summary>
SocketToken
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.LoginKey">
<summary>
LoginKey
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.LoginUser">
<summary>
已登录的用户
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.LoginUserName">
<summary>
已登录用户名
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.InRoom">
<summary>
所处的房间
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadPlugins(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Plugin.BasePlugin},System.Object[])">
<summary>
从plugins目录加载所有插件
</summary>
<param name="plugins"></param>
<param name="objs"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Service.JsonManager.GeneralOptions">
<summary>
默认的序列化选项
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetString``1(``0)">
<summary>
获取Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetString``1(``0,System.Text.Json.JsonSerializerOptions)">
<summary>
获取Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.String)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject(System.String)">
<summary>
反序列化Json对象此方法可能无法返回正确的类型请注意辨别
</summary>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象此方法可能无法返回正确的类型请注意辨别
</summary>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(Milimoe.FunGame.Core.Library.Common.Network.SocketObject,System.Int32)">
<summary>
反序列化SocketObject中索引为index的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<param name="index"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.IndexOutOfArrayLengthException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="table"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Hashtable,System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Hashtable中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="table"></param>
<param name="key"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObjects``1(System.String)">
<summary>
反序列化多个Json对象
注意必须是相同的Json对象才可以使用此方法解析
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObjects``1(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化多个Json对象
注意必须是相同的Json对象才可以使用此方法解析
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Service.MailManager.SmtpClients">
<summary>
用于保存Smtp客户端
一个邮件服务对应一个Smtp客户端
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.MailManager.MailSenders">
<summary>
用于保存邮件服务
允许服务器同时存在多个服务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.MailManager.GetSender(System.Guid)">
<summary>
获取某个已经保存过的邮件服务
</summary>
<param name="MailSenderID"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.MailManager.Send(Milimoe.FunGame.Core.Api.Transmittal.MailSender,Milimoe.FunGame.Core.Library.Common.Network.MailObject,System.String@)">
<summary>
统一调用此方法发送邮件
</summary>
<param name="Sender"></param>
<param name="Mail"></param>
<param name="ErrorMsg"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.MailManager.Dispose(Milimoe.FunGame.Core.Api.Transmittal.MailSender)">
<summary>
关闭邮件服务
</summary>
<param name="Sender"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Service.ModelManager`1.Count">
<summary>
目前的Model数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.ModelManager`1.MaxModel">
<summary>
最大接受的Model数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.ModelManager`1.Models">
<summary>
可参与高并发的字典,但添加效率较低
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.#ctor(System.Int32)">
<summary>
Init ModelManager
</summary>
<param name="MaxModel">MaxModel</param>
</member>
<member name="P:Milimoe.FunGame.Core.Service.ModelManager`1.Item(System.String)">
<summary>
获取Model对象
</summary>
<param name="name">Model的Key</param>
<returns>Model对象</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.Add(System.String,`0)">
<summary>
向Model管理器中添加Model
</summary>
<param name="name">Model的Key</param>
<param name="t">Model对象</param>
<returns>True操作成功</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.Remove(System.String)">
<summary>
从Model管理器中移除Model
</summary>
<param name="name">Model的Key</param>
<returns>True操作成功</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.Remove(System.String,`0@)">
<summary>
将Model移除并取得这个Model
</summary>
<param name="name">Model的Key</param>
<param name="t">Model对象</param>
<returns>被移除的Model</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.RemoveAndGet(System.String)">
<summary>
将Model移除并取得这个Model
</summary>
<param name="name">Model的Key</param>
<returns>被移除的Model</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.Clear">
<summary>
清空Model管理器
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.ModelManager`1.GetList">
<summary>
获取Model对象的列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.SocketManager.Socket">
<summary>
客户端专用Socket
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.SocketManager.ServerSocket">
<summary>
服务器端专用Socket
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.StartListening(System.Int32,System.Int32)">
<summary>
创建服务器监听Socket
</summary>
<param name="Port">监听端口号</param>
<param name="MaxConnection">最大连接数量</param>
<returns>服务器端专用Socket</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Accept">
<summary>
创建一个监听到客户端Socket
</summary>
<returns>客户端IP地址[0]和客户端Socket[1]</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Connect(System.String,System.Int32)">
<summary>
创建客户端Socket
</summary>
<param name="IP">服务器IP地址</param>
<param name="Port">服务器监听端口</param>
<returns>客户端专用Socket</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Send(System.Net.Sockets.Socket,Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
用于服务器端向客户端Socket发送信息
</summary>
<param name="ClientSocket">客户端Socket</param>
<param name="SocketObject">Socket信息容器</param>
<returns>通信结果</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Send(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
用于客户端向服务器Socket发送信息
</summary>
<param name="SocketObject">Socket信息容器</param>
<returns>通信结果</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Receive">
<summary>
用于客户端接收服务器信息
</summary>
<returns>SocketObject</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Receive(System.Net.Sockets.Socket)">
<summary>
用于服务器接收客户端信息
</summary>
<param name="ClientSocket">客户端Socket</param>
<returns>SocketObject</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.ReceiveArray">
<summary>
用于客户端接收服务器信息(数组版)
</summary>
<returns>SocketObjects</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.ReceiveArray(System.Net.Sockets.Socket)">
<summary>
用于服务器接收客户端信息(数组版)
</summary>
<param name="ClientSocket">客户端Socket</param>
<returns>SocketObjects</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Service.SocketManager.SocketReceiveHandler">
<summary>
监听事件的委托
</summary>
<param name="SocketObject">SocketObject</param>
</member>
<member name="E:Milimoe.FunGame.Core.Service.SocketManager.SocketReceive">
<summary>
监听事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.OnSocketReceive(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
触发异步监听事件
</summary>
<param name="SocketObject">SocketObject</param>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.NewTask(System.Action)">
<summary>
开启一个任务调用返回对象的OnCompleted()方法可以执行后续操作,支持异步
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.NewTask(System.Func{System.Threading.Tasks.Task})">
<summary>
开启一个任务调用返回对象的OnCompleted()方法可以执行后续操作,支持异步
</summary>
<param name="function"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter">
<summary>
内部实现类
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter.OnCompleted(System.Action)">
<summary>
返回ITaskAwaiter可以进一步调用方法<para/>
但是意义不大前一个OnCompleted方法并不会等待下一个方法<para/>
可以理解为并行广播<para/>
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter.OnError(System.Action{System.Exception})">
<summary>
在捕获到异常时将触发Error事件
</summary>
<param name="action"></param>
<returns></returns>
</member>
</members>
</doc>