mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-22 03:59:35 +08:00
377 lines
15 KiB
C#
377 lines
15 KiB
C#
using System.Collections;
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using Milimoe.FunGame.Core.Api.Transmittal;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface;
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using Milimoe.FunGame.Core.Interface.Base;
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using Milimoe.FunGame.Core.Library.Common.Event;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
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{
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/// <summary>
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/// 建议使用一个类来存储常量,方便重用
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/// </summary>
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public class ExampleGameModuleConstant
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{
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public static GameModuleDepend GameModuleDepend => _depends;
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public const string ExampleGameModule = "fungame.example.gamemodule";
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public const string ExampleMap = "fungame.example.gamemap";
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public const string ExampleCharacter = "fungame.example.character";
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public const string ExampleSkill = "fungame.example.skill";
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public const string ExampleItem = "fungame.example.item";
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private static readonly string[] Maps = [ExampleMap];
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private static readonly string[] Characters = [ExampleCharacter];
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private static readonly string[] Skills = [ExampleSkill];
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private static readonly string[] Items = [ExampleItem];
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private static readonly GameModuleDepend _depends = new(Maps, Characters, Skills, Items);
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}
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/// <summary>
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/// 模组:必须继承基类:<see cref="GameModule"/><para/>
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/// 继承事件接口并实现其方法来使模组生效。例如继承:<seealso cref="IGamingUpdateInfoEvent"/><para/>
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/// </summary>
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public class ExampleGameModule : GameModule, IGamingUpdateInfoEvent
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{
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public override string Name => ExampleGameModuleConstant.ExampleGameModule;
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public override string Description => "My First GameModule";
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public override string Version => "1.0.0";
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public override string Author => "FunGamer";
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public override string DefaultMap => GameModuleDepend.MapsDepend.Length > 0 ? GameModuleDepend.MapsDepend[0] : "";
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public override GameModuleDepend GameModuleDepend => ExampleGameModuleConstant.GameModuleDepend;
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public override RoomType RoomType => RoomType.Mix;
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public ExampleGameModule()
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{
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// 构造函数中可以指定模组连接到哪个模组服务器。
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// 如果你使用自己的,保持默认即可:删除下面两行,并将模组服务器的名称设置为与此模组的名称相同
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IsConnectToOtherServerModule = true;
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AssociatedServerModuleName = ExampleGameModuleConstant.ExampleGameModule;
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}
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protected Gaming? Instance;
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protected Room room = General.HallInstance;
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protected List<User> users = [];
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protected Dictionary<string, Character> characters = [];
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public override void StartGame(Gaming instance, params object[] args)
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{
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Instance = instance;
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// 取得房间玩家等信息
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GamingEventArgs eventArgs = instance.EventArgs;
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room = eventArgs.Room;
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users = eventArgs.Users;
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// 客户端做好准备后,等待服务器的消息通知,下面可以根据需求进一步处理
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}
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public override void StartUI(params object[] args)
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{
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// 如果你是一个WPF或者Winform项目,可以在这里启动你的界面
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// 如果没有,则不需要重写此方法
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}
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public void GamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
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{
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// 在下方的Server示例中,服务器发来的data中,包含check字符串,因此客户端要主动发起确认连接的请求。
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if (data.ContainsKey("info_type"))
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{
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// 反序列化得到指定key的值
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string info_type = DataRequest.GetHashtableJsonObject<string>(data, "info_type") ?? "";
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if (info_type == "check")
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{
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Guid token = DataRequest.GetHashtableJsonObject<Guid>(data, "connect_token");
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// 发起连接确认请求
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DataRequest request = Controller.NewDataRequest(GamingType.Connect);
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// 传递参数
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request.AddRequestData("username", ((Gaming)sender).CurrentUser.Username);
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request.AddRequestData("connect_token", token);
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if (request.SendRequest() == RequestResult.Success)
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{
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string msg = request.GetResult<string>("msg") ?? "";
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Controller.WriteLine(msg);
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}
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request.Dispose();
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}
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}
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}
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}
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/// <summary>
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/// 模组服务器:必须继承基类:<see cref="GameModuleServer"/><para/>
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/// 使用switch块分类处理 <see cref="GamingType"/>。
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/// </summary>
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public class ExampleGameModuleServer : GameModuleServer
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{
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/// <summary>
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/// 注意:服务器模组的名称必须和模组名称相同。除非你指定了 <see cref="GameModule.IsConnectToOtherServerModule"/> 和 <see cref="GameModule.AssociatedServerModuleName"/>
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/// </summary>
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public override string Name => ExampleGameModuleConstant.ExampleGameModule;
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public override string Description => "My First GameModule";
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public override string Version => "1.0.0";
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public override string Author => "FunGamer";
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public override string DefaultMap => GameModuleDepend.MapsDepend.Length > 0 ? GameModuleDepend.MapsDepend.First() : "";
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public override GameModuleDepend GameModuleDepend => ExampleGameModuleConstant.GameModuleDepend;
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protected Room Room = General.HallInstance;
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protected List<User> Users = [];
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protected IServerModel? RoomMaster;
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protected Dictionary<string, IServerModel> All = [];
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public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
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{
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// 将参数转为本地属性
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this.Room = Room;
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this.Users = Users;
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RoomMaster = RoomMasterServerModel;
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All = ServerModels;
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// 创建一个线程执行Test()
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TaskUtility.NewTask(Test).OnError(Controller.Error);
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return true;
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}
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private readonly List<User> ConnectedUser = [];
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private readonly Dictionary<string, Hashtable> UserData = [];
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private async Task Test()
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{
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Controller.WriteLine("欢迎各位玩家进入房间 " + Room.Roomid + " 。");
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// 通常,我们可以对客户端的连接状态进行确认,此方法展示如何确认客户端的连接
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// 有两种确认的方式,1是服务器主动确认,2是客户端发起确认
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// 在FunGame项目中,建议永远使用客户端主动发起请求,因为服务器主动发起的实现难度较高
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// 下面的演示基于综合的两种情况:服务器主动发送通知,客户端收到后,发起确认
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// UpdateInfo是一个灵活的类型。如果发送check字符串,意味着服务器要求客户端发送确认
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Hashtable data = [];
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data.Add("info_type", "check");
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// 进阶示例:传递一个token,让客户端返回
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Guid token = Guid.NewGuid();
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data.Add("connect_token", token);
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// 我们保存到字典UserData中,这样可以方便跨方法检查变量
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foreach (string username in Users.Select(u => u.Username).Distinct())
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{
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if (UserData.TryGetValue(username, out Hashtable? value))
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{
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value.Add("connect_token", token);
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}
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else
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{
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UserData.Add(username, []);
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UserData[username].Add("connect_token", token);
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}
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}
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SendAllGamingMessage(GamingType.UpdateInfo, data);
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// 新建一个线程等待所有玩家确认
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while (true)
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{
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if (ConnectedUser.Count == Users.Count) break;
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// 每200ms确认一次,不需要太频繁
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await Task.Delay(200);
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}
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Controller.WriteLine("所有玩家都已经连接。");
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}
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public override Hashtable GamingMessageHandler(string username, GamingType type, Hashtable data)
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{
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Hashtable result = [];
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switch (type)
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{
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case GamingType.Connect:
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// 编写处理“连接”命令的逻辑
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// 如果需要处理客户端传递的参数:获取与客户端约定好的参数key对应的值
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string un = NetworkUtility.JsonDeserializeFromHashtable<string>(data, "username") ?? "";
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Guid token = NetworkUtility.JsonDeserializeFromHashtable<Guid>(data, "connect_token");
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if (un == username && UserData.TryGetValue(username, out Hashtable? value) && value != null && (value["connect_token"]?.Equals(token) ?? false))
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{
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ConnectedUser.Add(Users.Where(u => u.Username == username).First());
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Controller.WriteLine(username + " 已经连接。");
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}
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else Controller.WriteLine(username + " 确认连接失败!");
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break;
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}
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return result;
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}
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// === 下面是一些常用的工具方法,用于服务器给客户端发送消息,可以直接添加到你的项目中 === //
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protected void SendAllGamingMessage(GamingType type, Hashtable data)
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{
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// 循环服务线程,向所有玩家发送局内消息
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foreach (IServerModel s in All.Values)
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{
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if (s != null && s.Socket != null)
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{
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s.Send(s.Socket, SocketMessageType.Gaming, type, data);
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}
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}
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}
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protected void SendGamingMessage(string username, GamingType type, Hashtable data)
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{
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// 向指定玩家发送局内消息
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IServerModel s = All[username];
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if (s != null && s.Socket != null)
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{
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s.Send(s.Socket, SocketMessageType.Gaming, type, data);
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}
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}
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protected void SendAll(SocketMessageType type, params object[] args)
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{
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// 循环服务线程,向所有玩家发送消息
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foreach (IServerModel s in All.Values)
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{
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if (s != null && s.Socket != null)
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{
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s.Send(s.Socket, type, args);
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}
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}
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}
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protected void Send(string username, SocketMessageType type, params object[] args)
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{
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// 向指定玩家发送消息
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IServerModel s = All[username];
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if (s != null && s.Socket != null)
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{
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s.Send(s.Socket, type, args);
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}
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}
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}
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/// <summary>
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/// 地图:必须继承基类:<see cref="GameMap"/><para/>
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/// </summary>
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public class ExampleGameMap : GameMap
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{
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public override string Name => ExampleGameModuleConstant.ExampleMap;
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public override string Description => "My First GameMap";
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public override string Version => "1.0.0";
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public override string Author => "FunGamer";
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public override float Length => 12.0f;
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public override float Width => 12.0f;
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public override float Height => 6.0f;
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public override float Size => 4.0f;
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}
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/// <summary>
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/// 角色:必须继承基类:<see cref="CharacterModule"/><para/>
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/// </summary>
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public class ExampleCharacterModule : CharacterModule
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{
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public override string Name => ExampleGameModuleConstant.ExampleCharacter;
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public override string Description => "My First CharacterModule";
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public override string Version => "1.0.0";
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public override string Author => "FunGamer";
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public override List<Character> Characters
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{
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get
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{
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List<Character> list = [];
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// 构建一个你想要的角色
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Character c = Factory.GetCharacter();
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c.Name = "Oshima";
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c.FirstName = "Shiya";
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c.NickName = "OSM";
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c.MagicType = MagicType.PurityNatural;
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c.InitialHP = 30;
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c.InitialSTR = 20;
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c.InitialAGI = 10;
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c.InitialINT = 5;
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c.InitialATK = 100;
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c.InitialDEF = 10;
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list.Add(c);
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return list;
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}
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}
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}
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/// <summary>
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/// 技能:必须继承基类:<see cref="SkillModule"/><para/>
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/// </summary>
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public class ExampleSkillModule : SkillModule
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{
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public override string Name => ExampleGameModuleConstant.ExampleSkill;
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public override string Description => "My First SkillModule";
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public override string Version => "1.0.0";
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public override string Author => "FunGamer";
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public override List<Skill> Skills
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{
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get
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{
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List<Skill> list = [];
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// 技能应该在GameModule中新建类继承Skill实现,再自行构造。
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return list;
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}
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}
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public override Skill? GetSkill(long id, string name, SkillType type)
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{
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// 此方法将根据id和name,返回一个你继承实现了的类对象。
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return Factory.GetSkill();
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}
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}
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/// <summary>
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/// 物品:必须继承基类:<see cref="ItemModule"/><para/>
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/// </summary>
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public class ExampleItemModule : ItemModule
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{
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public override string Name => ExampleGameModuleConstant.ExampleItem;
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public override string Description => "My First ItemModule";
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public override string Version => "1.0.0";
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public override string Author => "FunGamer";
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public override List<Item> Items
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{
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get
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{
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List<Item> list = [];
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// 物品应该在GameModule中新建类继承Item实现,再自行构造。
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return list;
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}
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}
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public override Item? GetItem(long id, string name, ItemType type)
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{
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// 此方法将根据id和name,返回一个你继承实现了的类对象。
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return Factory.GetItem();
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}
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}
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}
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