FunGame-Core/Library/Common/Addon/GameModuleServer.cs
milimoe b25698d91b
服务器插件优化;物品添加魔法技能组,文本优化 (#100)
* 添加了 SQLHelperFactory;完善了物品的描述信息;一些代码风格修改

* 构造的物品默认 1 级;为服务器插件添加控制器;添加邮件发送器的工厂;在物品中添加魔法技能组
2024-11-13 09:18:58 +08:00

157 lines
5.0 KiB
C#

using Milimoe.FunGame.Core.Controller;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Library.Common.Addon
{
public abstract class GameModuleServer : IGameModuleServer
{
/// <summary>
/// 服务器模组的名称<para/>
/// 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。
/// </summary>
public abstract string Name { get; }
/// <summary>
/// 模组描述
/// </summary>
public abstract string Description { get; }
/// <summary>
/// 模组版本
/// </summary>
public abstract string Version { get; }
/// <summary>
/// 模组作者
/// </summary>
public abstract string Author { get; }
/// <summary>
/// 默认地图
/// </summary>
public abstract string DefaultMap { get; }
/// <summary>
/// 模组的依赖集合
/// </summary>
public abstract GameModuleDepend GameModuleDepend { get; }
/// <summary>
/// 包含了一些常用方法的控制器
/// </summary>
public ServerAddonController<IGameModuleServer> Controller
{
get => _Controller ?? throw new NotImplementedException();
internal set => _Controller = value;
}
/// <summary>
/// base控制器
/// </summary>
BaseAddonController<IGameModuleServer> IAddonController<IGameModuleServer>.Controller
{
get => Controller;
set => _Controller = (ServerAddonController<IGameModuleServer>?)value;
}
/// <summary>
/// 控制器内部变量
/// </summary>
private ServerAddonController<IGameModuleServer>? _Controller;
/// <summary>
/// 启动服务器监听 请在此处实现服务器逻辑
/// </summary>
/// <param name="GameModule"></param>
/// <param name="Room"></param>
/// <param name="Users"></param>
/// <param name="RoomMasterServerModel"></param>
/// <param name="ServerModels"></param>
/// <param name="Args"></param>
/// <returns></returns>
public abstract bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args);
/// <summary>
/// 接收并处理GamingMessage
/// </summary>
/// <param name="username">发送此消息的账号</param>
/// <param name="type">消息类型</param>
/// <param name="data">消息参数</param>
/// <returns>底层会将字典中的数据发送给客户端</returns>
public abstract Task<Dictionary<string, object>> GamingMessageHandler(string username, GamingType type, Dictionary<string, object> data);
/// <summary>
/// 加载标记
/// </summary>
private bool IsLoaded = false;
/// <summary>
/// 加载模组
/// </summary>
public bool Load(params object[] objs)
{
if (IsLoaded)
{
return false;
}
// BeforeLoad可以阻止加载此模组
if (BeforeLoad())
{
// 模组加载后,不允许再次加载此模组
IsLoaded = true;
}
return IsLoaded;
}
/// <summary>
/// 模组完全加载后需要做的事
/// </summary>
public virtual void AfterLoad(params object[] args)
{
// override
}
/// <summary>
/// 允许返回false来阻止加载此模组
/// </summary>
/// <returns></returns>
protected virtual bool BeforeLoad()
{
return true;
}
/// <summary>
/// 给客户端发送局内消息
/// </summary>
/// <param name="clients"></param>
/// <param name="type"></param>
/// <param name="data"></param>
protected virtual async Task SendGamingMessage(IEnumerable<IServerModel> clients, GamingType type, Dictionary<string, object> data)
{
// 发送局内消息
foreach (IServerModel s in clients)
{
await s.Send(SocketMessageType.Gaming, type, data);
}
}
/// <summary>
/// 给客户端发送消息
/// </summary>
/// <param name="clients"></param>
/// <param name="type"></param>
/// <param name="args"></param>
protected virtual async Task Send(IEnumerable<IServerModel> clients, SocketMessageType type, params object[] args)
{
// 发送消息
foreach (IServerModel s in clients)
{
await s.Send(type, args);
}
}
}
}