update .gitignore

This commit is contained in:
Mili 2022-09-01 23:09:10 +08:00
parent b27813075b
commit 2202474541
17 changed files with 40 additions and 378 deletions

3
.gitignore vendored
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@ -361,3 +361,6 @@ MigrationBackup/
# Fody - auto-generated XML schema
FodyWeavers.xsd
#FunGameServer.Implement
FunGameServer.Core/Implement/*.cs

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@ -5,10 +5,25 @@
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<BaseOutputPath>C:\milimoe\FunGame\bin</BaseOutputPath>
<Title>FunGameServer</Title>
<Authors>Milimoe</Authors>
<Product>$(AssemblyName)</Product>
<Company>Milimoe</Company>
<PackageOutputPath>C:\milimoe\FunGame\bin</PackageOutputPath>
<AssemblyVersion>1.0</AssemblyVersion>
<FileVersion>1.0</FileVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<ItemGroup>
<Folder Include="Interface\" />
<Folder Include="Implement\" />
</ItemGroup>
</Project>

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@ -8,12 +8,32 @@
<ApplicationIcon>logo.ico</ApplicationIcon>
<PackageIcon>logo.ico</PackageIcon>
<BaseOutputPath>C:\milimoe\FunGame\bin</BaseOutputPath>
<Title>FunGameServer</Title>
<Company>Milimoe</Company>
<Authors>Milimoe</Authors>
<PackageOutputPath>C:\milimoe\FunGame\bin</PackageOutputPath>
<AssemblyVersion>1.0</AssemblyVersion>
<FileVersion>1.0</FileVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<ItemGroup>
<Content Include="logo.ico" />
</ItemGroup>
<ItemGroup>
<Reference Include="FunGame.Core.Api">
<HintPath>..\..\FunGame\bin\Debug\net6.0\FunGame.Core.Api.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<None Update="logo.ico">
<Pack>True</Pack>

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@ -1,18 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class ActiveItem : Item
{
public ActiveSkill? Skill { get; set; } = null;
public ActiveItem()
{
Active = true;
}
}
}

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@ -1,29 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class ActiveSkill : Skill
{
public decimal MP { get; set; } = 0;
public decimal EP { get; set; } = 0;
public decimal Reference1 { get; set; } = 0;
public decimal Reference2 { get; set; } = 0;
public decimal Reference3 { get; set; } = 0;
public decimal Reference4 { get; set; } = 0;
public decimal Reference5 { get; set; } = 0;
public decimal Reference6 { get; set; } = 0;
public decimal Reference7 { get; set; } = 0;
public decimal Reference8 { get; set; } = 0;
public decimal Reference9 { get; set; } = 0;
public decimal Reference10 { get; set; } = 0;
public ActiveSkill()
{
Active = true;
}
}
}

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@ -1,42 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class Character
{
public int Id { get; set; }
public string Name { get; set; } = "";
public string FirstName { get; set; } = "";
public User? User { get; set; } = null;
public CharacterStatistics? Statistics { get; set; } = null;
public int Level { get; set; } = 1;
public decimal EXP { get; set; }
public decimal HP { get; set; }
public decimal MP { get; set; }
public decimal EP { get; set; }
public decimal ATK { get; set; }
public decimal DEF { get; set; }
public decimal PhysicalReduction { get; set; }
public decimal MDF { get; set; }
public decimal HPRecovery { get; set; } = 0;
public decimal MPRecovery { get; set; } = 0;
public decimal EPRecovery { get; set; } = 0;
public decimal SPD { get; set; }
public decimal ATR { get; set; }
public decimal CritRate { get; set; } = 0.05M;
public decimal CritDMG { get; set; } = 1.25M;
public decimal EvadeRate { get; set; } = 0.05M;
public Hashtable? Skills { get; set; } = new Hashtable();
public Hashtable? Items { get; set; } = new Hashtable();
public Character()
{
}
}
}

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@ -1,34 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class CharacterStatistics
{
public int Id { get; set; }
public Character? Character { get; set; } = null;
public Hashtable? DamageStats { get; set; } = new Hashtable();
public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
public Hashtable? RealDamageStats { get; set; } = new Hashtable();
public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
public Hashtable? AvgLiveRoundStats { get; set; } = new Hashtable();
public Hashtable? AvgDamageRoundStats { get; set; } = new Hashtable();
public Hashtable? KillStats { get; set; } = new Hashtable();
public Hashtable? DeathStats { get; set; } = new Hashtable();
public Hashtable? AssistStats { get; set; } = new Hashtable();
public Hashtable? Plays { get; set; } = new Hashtable();
public Hashtable? Wins { get; set; } = new Hashtable();
public Hashtable? Loses { get; set; } = new Hashtable();
public Hashtable? Winrates { get; set; } = new Hashtable();
public CharacterStatistics()
{
}
}
}

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@ -1,35 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class GameStatistics
{
public int Id { get; set; }
public Room? Room { get; set; } = null;
public string? GameRecord { get; set; } = null;
public string? RunTime { get; set; } = null;
public Hashtable? DamageStats { get; set; } = new Hashtable();
public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
public Hashtable? RealDamageStats { get; set; } = new Hashtable();
public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
public Hashtable? KillStats { get; set; } = new Hashtable();
public Hashtable? KillDetailStats { get; set; } = new Hashtable();
public Hashtable? DeathStats { get; set; } = new Hashtable();
public Hashtable? DeathDetailStats { get; set; } = new Hashtable();
public Hashtable? AssistStats { get; set; } = new Hashtable();
public Hashtable? RatingStats { get; set; } = new Hashtable();
public Hashtable? EloStats { get; set; } = new Hashtable();
public Hashtable? RankStats { get; set; } = new Hashtable();
public GameStatistics()
{
}
}
}

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@ -1,19 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public abstract class Item
{
public int Id { get; set; }
public string Name { get; set; } = "";
public string Describe { get; set; } = "";
public decimal Price { get; set; }
public char Key { get; set; }
public bool Active { get; set; }
public Character? Character { get; set; } = null;
}
}

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@ -1,18 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class PassiveItem : Item
{
public PassiveSkill? Skill { get; set; } = null;
public PassiveItem()
{
Active = false;
}
}
}

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@ -1,27 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class PassiveSkill : Skill
{
public decimal Reference1 { get; set; } = 0;
public decimal Reference2 { get; set; } = 0;
public decimal Reference3 { get; set; } = 0;
public decimal Reference4 { get; set; } = 0;
public decimal Reference5 { get; set; } = 0;
public decimal Reference6 { get; set; } = 0;
public decimal Reference7 { get; set; } = 0;
public decimal Reference8 { get; set; } = 0;
public decimal Reference9 { get; set; } = 0;
public decimal Reference10 { get; set; } = 0;
public PassiveSkill()
{
Active = false;
}
}
}

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@ -1,33 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Security.Policy;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class Room
{
public int Id { get; set; }
public string Roomid { get; set; } = "";
public DateTime Time { get; set; } = DateTime.Now;
public Hashtable PlayerList { get; set; } = new Hashtable();
public User? RoomMaster { get; set; }
public int RoomType { get; set; }
public int RoomState { get; set; }
public GameStatistics? Statistics { get; set; } = null;
public Room(User? master = null)
{
if (master != null) RoomMaster = master;
}
public Room(string roomid, User? master = null)
{
Roomid = roomid;
if (master != null) RoomMaster = master;
}
}
}

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@ -1,17 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public abstract class Skill
{
public int Id { get; set; }
public string Name { get; set; } = "";
public string Describe { get; set; } = "";
public char Key { get; set; }
public bool Active { get; set; }
}
}

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@ -1,23 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class Stock
{
public int Id { get; set; }
public string Name { get; set; } = "";
public User? User { get; set; } = null;
public Hashtable? Characters { get; set; } = new Hashtable();
public Hashtable? Items { get; set; } = new Hashtable();
public Stock()
{
}
}
}

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@ -1,44 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class User
{
public int Id { get; set; }
public string Userame { get; set; } = "";
public string Password { get; set; } = "";
public DateTime RegTime { get; set; }
public DateTime LastTime { get; set; }
public string Email { get; set; } = "";
public string NickName { get; set; } = "";
public bool IsAdmin { get; set; } = false;
public bool IsOperator { get; set; } = false;
public bool IsEnable { get; set; } = false;
public int OnlineState { get; set; } = 0;
public string Roomid { get; set; } = "";
public int Credits { get; set; } = 0;
public int Material { get; set; } = 0;
public UserStatistics? Statistics { get; set; } = null;
public Stock? Stock { get; set; } = null;
public User()
{
}
public User(string username)
{
Userame = username;
}
public User(string username, string password)
{
Userame = username;
Password = password;
}
}
}

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@ -1,35 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FunGame.Models.Entity
{
public class UserStatistics
{
public int Id { get; set; }
public User? User { get; set; } = null;
public Hashtable? DamageStats { get; set; } = new Hashtable();
public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
public Hashtable? RealDamageStats { get; set; } = new Hashtable();
public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
public Hashtable? KillStats { get; set; } = new Hashtable();
public Hashtable? DeathStats { get; set; } = new Hashtable();
public Hashtable? AssistStats { get; set; } = new Hashtable();
public Hashtable? Plays { get; set; } = new Hashtable();
public Hashtable? Wins { get; set; } = new Hashtable();
public Hashtable? Loses { get; set; } = new Hashtable();
public Hashtable? Winrates { get; set; } = new Hashtable();
public Hashtable? RatingStats { get; set; } = new Hashtable();
public Hashtable? EloStats { get; set; } = new Hashtable();
public Hashtable? RankStats { get; set; } = new Hashtable();
public UserStatistics()
{
}
}
}

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@ -80,8 +80,6 @@ namespace FunGameServer.Sockets
{
if (msg != "")
SocketHelper.WriteLine(SocketHelper.GetPrefix() + "[ 客户端(" + typestring + "] <- " + msg);
//else
// SocketHelper.WriteLine(SocketHelper.GetPrefix() + "-> [ 客户端(" + typestring + "]");
return true;
}
throw new Exception();