添加实体类

This commit is contained in:
Mili 2022-08-27 17:32:30 +08:00
parent 3cfe9ceda2
commit 52c589aa3d
20 changed files with 470 additions and 49 deletions

View File

@ -5,10 +5,19 @@
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<ApplicationIcon>logo.ico</ApplicationIcon>
<PackageIcon>logo.ico</PackageIcon>
</PropertyGroup>
<ItemGroup>
<Folder Include="Models\Entity\" />
<Content Include="logo.ico" />
</ItemGroup>
<ItemGroup>
<None Update="logo.ico">
<Pack>True</Pack>
<PackagePath>\</PackagePath>
</None>
</ItemGroup>
</Project>

41
Main.cs
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@ -11,15 +11,17 @@ using FunGameServer.Utils;
bool Running = true;
Socket? ServerSocket = null;
string host = Config.SERVER_IPADRESS;
string hostname = Config.SERVER_NAME;
int port = Config.SERVER_PORT;
Console.Title = Config.CONSOLE_TITLE;
try
{
Task t = Task.Factory.StartNew(() =>
{
// 创建IP地址终结点对象
IPEndPoint ip = new(IPAddress.Parse(host), port);
IPEndPoint ip = new(IPAddress.Any, port);
// 创建TCP Socket对象并绑定终结点
ServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
@ -27,7 +29,7 @@ try
// 开始监听连接
ServerSocket.Listen(Config.MAX_PLAYERS);
Console.WriteLine("服务器启动成功,正在监听 . . .");
Console.WriteLine(SocketHelper.GetPrefix() + "服务器启动成功,正在监听 . . .");
while (Running)
{
@ -37,9 +39,9 @@ try
socket = ServerSocket.Accept();
IPEndPoint? clientIP = (IPEndPoint?)socket.RemoteEndPoint;
if (clientIP != null)
Console.WriteLine("客户端" + clientIP.ToString() + "连接 . . .");
Console.WriteLine(SocketHelper.GetPrefix() + "客户端" + clientIP.ToString() + "连接 . . .");
else
Console.WriteLine("未知地点客户端连接 . . .");
Console.WriteLine(SocketHelper.GetPrefix() + "未知地点客户端连接 . . .");
if (Read(socket) && Send(socket))
Task.Factory.StartNew(() =>
{
@ -47,13 +49,13 @@ try
});
else
if (clientIP != null)
Console.WriteLine("客户端" + clientIP.ToString() + "连接失败。");
Console.WriteLine(SocketHelper.GetPrefix() + "客户端" + clientIP.ToString() + "连接失败。");
else
Console.WriteLine("客户端连接失败。");
Console.WriteLine(SocketHelper.GetPrefix() + "客户端连接失败。");
}
catch (Exception e)
{
Console.WriteLine("ERROR: 客户端断开连接!\n" + e.StackTrace);
Console.WriteLine(SocketHelper.GetPrefix() + "ERROR: 客户端断开连接!\n" + e.StackTrace);
}
}
@ -86,7 +88,7 @@ finally
}
}
Console.WriteLine("服务器已关闭,按任意键退出程序。");
Console.WriteLine(SocketHelper.GetPrefix() + "服务器已关闭,按任意键退出程序。");
Console.ReadKey();
@ -98,27 +100,34 @@ bool Read(Socket socket)
if (length > 0)
{
string msg = Config.DEFAULT_ENCODING.GetString(buffer, 0, length);
Console.WriteLine("收到来自客户端玩家ID -> " + msg);
return true;
string typestring = SocketHelper.GetTypeString(SocketHelper.GetType(msg));
msg = SocketHelper.GetMessage(msg);
if (typestring != SocketEnums.TYPE_UNKNOWN)
{
Console.WriteLine(SocketHelper.GetPrefix() + "[ 客户端(" + typestring + "] -> " + msg);
return true;
}
Console.WriteLine(SocketHelper.GetPrefix() + "客户端发送了不符合FunGame规定的字符拒绝连接。");
return false;
}
else
Console.WriteLine("客户端没有回应。");
Console.WriteLine(SocketHelper.GetPrefix() + "客户端没有回应。");
return false;
}
bool Send(Socket socket)
{
// 发送消息给客户端
string msg = ">> 已连接至服务器 -> [ " + host + " ] 连接成功";
string msg = ">> 已连接至服务器 -> [ " + hostname + " ] 连接成功";
byte[] buffer = new byte[2048];
buffer = Config.DEFAULT_ENCODING.GetBytes(SocketHelper.MakeMessage((int)SocketEnums.SendType.CheckLogin, msg));
buffer = Config.DEFAULT_ENCODING.GetBytes(SocketHelper.MakeMessage((int)SocketEnums.Type.CheckLogin, msg));
if (socket.Send(buffer) > 0)
{
Console.WriteLine("发送给:客户端 <- " + msg);
Console.WriteLine(SocketHelper.GetPrefix() + "[ 客户端 ] <- " + msg);
return true;
}
else
Console.WriteLine("无法传输数据,与客户端的连接可能丢失。");
Console.WriteLine(SocketHelper.GetPrefix() + "无法传输数据,与客户端的连接可能丢失。");
return false;
}

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@ -14,10 +14,11 @@ namespace FunGameServer.Models.Config
public static int MAX_PLAYERS = 16; // 最多接受连接的玩家数量
public static int ONLINE_PLAYERS = 0; // 已连接的玩家数量
public static int CONNECTING_PLAYERS = 0; // 正在连接的玩家数量
public static string SERVER_IPADRESS = "127.0.0.1"; // 默认IP地址
public static string SERVER_NAME = "米粒的糖果屋"; // 服务器名称
public static int SERVER_PORT = 22222; // 默认端口
public static Encoding DEFAULT_ENCODING = Encoding.UTF8; // 默认传输字符集
public static int MAX_CONNECTFAILED = 5; // 最大连接失败次数
public const string CONSOLE_TITLE = "FunGame Server";
/// <summary>
/// string: 玩家标识ID

View File

@ -8,7 +8,7 @@ namespace FunGameServer.Models.Config
{
public static class SocketEnums
{
public enum SendType
public enum Type
{
GetNotice = 1,
Login = 2,
@ -17,19 +17,11 @@ namespace FunGameServer.Models.Config
HeartBeat = 5
}
public enum ReadType
{
GetNotice = 1,
Login = 2,
CheckLogin = 3,
Logout = 4,
HeartBeat = 5
}
public static string SENDTYPE_GetNotice = "GetNotice";
public static string SENDTYPE_Login = "Login";
public static string SENDTYPE_CheckLogin = "CheckLogin";
public static string SENDTYPE_Logout = "Logout";
public static string SENDTYPE_HeartBeat = "HeartBeat";
public const string TYPE_UNKNOWN = "Unknown Type";
public const string TYPE_GetNotice = "GetNotice";
public const string TYPE_Login = "Login";
public const string TYPE_CheckLogin = "CheckLogin";
public const string TYPE_Logout = "Logout";
public const string TYPE_HeartBeat = "HeartBeat";
}
}

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@ -0,0 +1,18 @@
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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@ -0,0 +1,29 @@
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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@ -0,0 +1,42 @@
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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@ -0,0 +1,34 @@
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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@ -0,0 +1,35 @@
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()
{
}
}
}

19
Models/Entity/Item.cs Normal file
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@ -0,0 +1,19 @@
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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@ -0,0 +1,18 @@
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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@ -0,0 +1,27 @@
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;
}
}
}

33
Models/Entity/Room.cs Normal file
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@ -0,0 +1,33 @@
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;
}
}
}

17
Models/Entity/Skill.cs Normal file
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@ -0,0 +1,17 @@
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; }
}
}

23
Models/Entity/Stock.cs Normal file
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@ -0,0 +1,23 @@
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()
{
}
}
}

44
Models/Entity/User.cs Normal file
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@ -0,0 +1,44 @@
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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@ -0,0 +1,35 @@
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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@ -8,6 +8,8 @@ using System.Text;
using System.Threading.Tasks;
using System.Data.SqlTypes;
using FunGameServer.Utils;
using System.Reflection.Metadata;
using FunGame.Models.Entity;
namespace FunGameServer.Sockets
{
@ -16,6 +18,8 @@ namespace FunGameServer.Sockets
public bool Running { get; set; } = false;
public Socket? Socket { get; set; } = null;
private User? user = null;
public ClientSocket(Socket socket, bool running)
{
Socket = socket;
@ -35,19 +39,21 @@ namespace FunGameServer.Sockets
{
string msg = Config.DEFAULT_ENCODING.GetString(buffer, 0, length);
int type = SocketHelper.GetType(msg);
string typestring = SocketHelper.GetTypeString(type);
msg = SocketHelper.GetMessage(msg);
Console.WriteLine("收到来自:客户端(" + type + " -> " + msg);
Console.WriteLine(SocketHelper.GetPrefix() + "[ 客户端(" + typestring + "] -> " + msg);
switch (type)
{
case (int)SocketEnums.ReadType.GetNotice:
case (int)SocketEnums.Type.GetNotice:
break;
case (int)SocketEnums.ReadType.Login:
case (int)SocketEnums.Type.Login:
break;
case (int)SocketEnums.ReadType.CheckLogin:
case (int)SocketEnums.Type.CheckLogin:
return true;
case (int)SocketEnums.Type.Logout:
break;
case (int)SocketEnums.ReadType.Logout:
break;
case (int)SocketEnums.ReadType.HeartBeat:
case (int)SocketEnums.Type.HeartBeat:
msg = "";
break;
}
return Send(socket, type, msg);
@ -56,7 +62,7 @@ namespace FunGameServer.Sockets
}
catch (Exception e)
{
Console.WriteLine("ERROR客户端没有回应。\n" + e.StackTrace);
Console.WriteLine(SocketHelper.GetPrefix() + "ERROR客户端没有回应。\n" + e.StackTrace);
return false;
}
}
@ -68,16 +74,20 @@ namespace FunGameServer.Sockets
{
byte[] buffer = new byte[2048];
buffer = Config.DEFAULT_ENCODING.GetBytes(Convert.ToString(SocketHelper.MakeMessage(type, msg)));
string typestring = SocketHelper.GetTypeString(type);
if (socket.Send(buffer) > 0)
{
Console.WriteLine("发送给:客户端(" + type + " <- " + msg);
if (msg != "")
Console.WriteLine(SocketHelper.GetPrefix() + "[ 客户端(" + typestring + "] <- " + msg);
else
Console.WriteLine(SocketHelper.GetPrefix() + "-> [ 客户端(" + typestring + "]");
return true;
}
throw new Exception();
}
catch (Exception e)
{
Console.WriteLine("ERROR客户端没有回应。" + e.StackTrace);
Console.WriteLine(SocketHelper.GetPrefix() + "ERROR客户端没有回应。" + e.StackTrace);
return false;
}
}
@ -93,7 +103,7 @@ namespace FunGameServer.Sockets
private void CreateStreamReader()
{
Thread.Sleep(1000);
Console.WriteLine("Creating: StreamReader...OK");
Console.WriteLine(SocketHelper.GetPrefix() + "Creating: StreamReader...OK");
while (Running)
{
if (Socket != null)
@ -103,8 +113,8 @@ namespace FunGameServer.Sockets
FailedTimes++;
if (FailedTimes >= Config.MAX_CONNECTFAILED)
{
Console.WriteLine("ERROR: Too Many Faileds.");
Console.WriteLine("DONE: StreamReader is Closed.");
Console.WriteLine(SocketHelper.GetPrefix() + "ERROR: Too Many Faileds.");
Console.WriteLine(SocketHelper.GetPrefix() + "CLOSE: StreamReader is Closed.");
break;
}
}
@ -112,8 +122,8 @@ namespace FunGameServer.Sockets
}
else
{
Console.WriteLine("ERROR: Socket is Closed.");
Console.WriteLine("DONE: StringStream is Closed.");
Console.WriteLine(SocketHelper.GetPrefix() + "ERROR: Socket is Closed.");
Console.WriteLine(SocketHelper.GetPrefix() + "CLOSE: StringStream is Closed.");
break;
}
}

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@ -1,4 +1,5 @@
using System;
using FunGameServer.Models.Config;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -17,6 +18,25 @@ namespace FunGameServer.Utils
return Convert.ToInt32(msg[..1]);
}
public static string GetTypeString(int type)
{
switch (type)
{
case (int)SocketEnums.Type.GetNotice:
return SocketEnums.TYPE_GetNotice;
case (int)SocketEnums.Type.Login:
return SocketEnums.TYPE_Login;
case (int)SocketEnums.Type.CheckLogin:
return SocketEnums.TYPE_CheckLogin;
case (int)SocketEnums.Type.Logout:
return SocketEnums.TYPE_Logout;
case (int)SocketEnums.Type.HeartBeat:
return SocketEnums.TYPE_HeartBeat;
default:
return SocketEnums.TYPE_UNKNOWN;
}
}
public static string GetMessage(string msg)
{
int index = msg.IndexOf(';') + 1;
@ -27,5 +47,11 @@ namespace FunGameServer.Utils
{
return type + ";" + msg;
}
public static string GetPrefix()
{
DateTime now = System.DateTime.Now;
return now.AddMilliseconds(-now.Millisecond).ToString() + " " + Config.SERVER_NAME + "";
}
}
}

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