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* 修改 LoadGameModulesForServer * 添加 AssociatedServers * Update GameModuleServer.cs * 添加 IsConnectToOtherServerModule 和 AssociatedServerModuleName * Create Grid.cs * 添加 Grids * Update ExampleGameModule.cs * 更新 example-plugin 的名称;修改 GameMap.this.get --------- Co-authored-by: milimoe <mili@wrss.org>
121 lines
3.8 KiB
C#
121 lines
3.8 KiB
C#
using System.Collections;
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using Milimoe.FunGame.Core.Controller;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.Addons;
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using Milimoe.FunGame.Core.Interface.Base;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Library.Common.Addon
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{
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public abstract class GameModuleServer : IGameModuleServer
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{
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/// <summary>
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/// 服务器模组的名称<para/>
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/// 如果服务器模组配合一个相关联的模组使用,那么它们的 <see cref="GameModule.Name"/> 名称必须相同。
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/// </summary>
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public abstract string Name { get; }
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/// <summary>
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/// 模组描述
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/// </summary>
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public abstract string Description { get; }
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/// <summary>
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/// 模组版本
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/// </summary>
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public abstract string Version { get; }
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/// <summary>
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/// 模组作者
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/// </summary>
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public abstract string Author { get; }
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/// <summary>
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/// 默认地图
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/// </summary>
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public abstract string DefaultMap { get; }
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/// <summary>
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/// 模组的依赖集合
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/// </summary>
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public abstract GameModuleDepend GameModuleDepend { get; }
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/// <summary>
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/// 包含了一些常用方法的控制器
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/// </summary>
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public BaseAddonController<IGameModuleServer> Controller
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{
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get => _Controller ?? throw new NotImplementedException();
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set => _Controller = value;
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}
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/// <summary>
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/// 控制器内部变量
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/// </summary>
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private BaseAddonController<IGameModuleServer>? _Controller;
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/// <summary>
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/// 启动服务器监听 请在此处实现服务器逻辑
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/// </summary>
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/// <param name="GameModule"></param>
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/// <param name="Room"></param>
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/// <param name="Users"></param>
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/// <param name="RoomMasterServerModel"></param>
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/// <param name="ServerModels"></param>
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/// <param name="Args"></param>
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/// <returns></returns>
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public abstract bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args);
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/// <summary>
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/// 接收并处理GamingMessage
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/// </summary>
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/// <param name="username">发送此消息的账号</param>
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/// <param name="type">消息类型</param>
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/// <param name="data">消息参数</param>
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/// <returns>底层会将哈希表中的数据发送给客户端</returns>
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public abstract Hashtable GamingMessageHandler(string username, GamingType type, Hashtable data);
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/// <summary>
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/// 加载标记
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/// </summary>
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private bool IsLoaded = false;
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/// <summary>
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/// 加载模组
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/// </summary>
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public bool Load(params object[] objs)
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{
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if (IsLoaded)
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{
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return false;
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}
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// BeforeLoad可以阻止加载此模组
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if (BeforeLoad())
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{
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// 模组加载后,不允许再次加载此模组
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IsLoaded = true;
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// 如果加载后需要执行代码,请重写AfterLoad方法
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AfterLoad();
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}
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return IsLoaded;
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}
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/// <summary>
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/// 模组加载后需要做的事
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/// </summary>
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protected virtual void AfterLoad()
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{
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// override
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}
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/// <summary>
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/// 允许返回false来阻止加载此模组
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/// </summary>
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/// <returns></returns>
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protected virtual bool BeforeLoad()
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{
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return true;
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}
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}
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}
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