DataRequest、GameModule相关优化 (#82)

* 使基于HTTPClient的DataRequest能够收到回复;添加了适用于Gaming的DataRequest;优化了加载器的加载逻辑;依赖集合的优化

* 执行代理清理;优化模组模板

* 删除GamingEvent无用的事件;删除result哈希表;删除无用的Item/Skill类;GameModuleLoader优化
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milimoe 2024-08-03 04:10:34 +08:00 committed by GitHub
parent c51b7c50fa
commit b73b37c45e
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GPG Key ID: B5690EEEBB952194
36 changed files with 1780 additions and 1754 deletions

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@ -12,16 +12,13 @@ namespace Milimoe.FunGame.Core.Api.Factory
public Item Create(ItemType type = ItemType.Passive)
{
switch (type)
_EntityType = typeof(Item);
return type switch
{
case ItemType.Passive:
_EntityType = typeof(PassiveItem);
return PassiveItem.GetInstance();
case ItemType.Active:
default:
_EntityType = typeof(ActiveItem);
return PassiveItem.GetInstance();
}
ItemType.Passive => new(false),
ItemType.Active => new(true),
_ => new(false)
};
}
public Item Create()

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@ -12,16 +12,13 @@ namespace Milimoe.FunGame.Core.Api.Factory
internal Skill Create(SkillType type = SkillType.Passive)
{
switch (type)
_EntityType = typeof(Skill);
return type switch
{
case SkillType.Passive:
_EntityType = typeof(PassiveSkill);
return PassiveSkill.GetInstance();
case SkillType.Active:
default:
_EntityType = typeof(ActiveSkill);
return ActiveSkill.GetInstance();
}
SkillType.Passive => new(false),
SkillType.Active => new(true),
_ => new(false)
};
}
public Skill Create()

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@ -7,7 +7,8 @@ using Milimoe.FunGame.Core.Library.Exception;
namespace Milimoe.FunGame.Core.Api.Transmittal
{
/// <summary>
/// 需要配合Milimoe.FunGame.Core.Library.Constant.DataRequestType使用
/// 需要配合 <see cref="DataRequestType"/> 使用<para/>
/// 如果是 <see cref="Model.Gaming"/> 的数据请求,则配合 <see cref="GamingType"/> 使用<para/>
/// 确保已添加对应的枚举
/// </summary>
public class DataRequest
@ -15,12 +16,12 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
/// <summary>
/// 数据请求结果
/// </summary>
public RequestResult Result => Worker.Result;
public RequestResult Result => Worker != null ? Worker.Result : (GamingWorker != null ? GamingWorker.Result : RequestResult.Missing);
/// <summary>
/// 详细错误信息
/// </summary>
public string Error => Worker.Error;
public string Error => Worker != null ? Worker.Error : (GamingWorker != null ? GamingWorker.Error : "");
// 获取ResultData中key值对应的Json字符串
// -- 此索引器仅返回Json字符串对象类型请使用反序列化方法GetResult<T>() --
@ -30,7 +31,9 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
{
get
{
return Worker.ResultData[key];
if (Worker != null) return Worker.ResultData[key];
else if (GamingWorker != null) return GamingWorker.ResultData[key];
return null;
}
set
{
@ -41,11 +44,16 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
/// <summary>
/// 私有的实现类
/// </summary>
private readonly SocketRequest Worker;
private readonly SocketRequest? Worker;
/// <summary>
/// 私有的实现类(这是局内请求的)
/// </summary>
private readonly GamingRequest? GamingWorker;
/// <summary>
/// 基于本地已连接的 <see cref="Socket"/> 创建新的数据请求<para/>
/// 使用 <see cref="RunTimeController"/> 中的 <see cref="RunTimeController.NewDataRequest"/> 创建一个新的请求
/// 使用 <see cref="RunTimeController"/> 中的 <see cref="RunTimeController.NewDataRequest(DataRequestType)"/> 创建一个新的请求
/// </summary>
/// <param name="Socket"></param>
/// <param name="RequestType"></param>
@ -55,6 +63,46 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
Worker = new(Socket, RequestType, Guid.NewGuid(), IsLongRunning);
}
/// <summary>
/// 基于本地已连接的 <see cref="HTTPClient"/> 创建新的数据请求<para/>
/// 使用 <see cref="RunTimeController"/> 中的 <see cref="RunTimeController.NewDataRequest(DataRequestType)"/> 创建一个新的请求<para/>
/// 此数据请求只能调用异步方法 <see cref="SendRequestAsync"/> 请求数据
/// </summary>
/// <param name="WebSocket"></param>
/// <param name="RequestType"></param>
/// <param name="IsLongRunning"></param>
internal DataRequest(HTTPClient WebSocket, DataRequestType RequestType, bool IsLongRunning = false)
{
Worker = new(WebSocket, RequestType, Guid.NewGuid(), IsLongRunning);
}
/// <summary>
/// 基于本地已连接的 <see cref="Socket"/> 创建新的局内(<see cref="Model.Gaming"/>)数据请求<para/>
/// 使用 <see cref="RunTimeController"/> 中的 <see cref="RunTimeController.NewDataRequest(GamingType)"/> 创建一个新的请求<para/>
/// 此构造方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的
/// </summary>
/// <param name="Socket"></param>
/// <param name="GamingType"></param>
/// <param name="IsLongRunning"></param>
internal DataRequest(Socket Socket, GamingType GamingType, bool IsLongRunning = false)
{
GamingWorker = new(Socket, GamingType, Guid.NewGuid(), IsLongRunning);
}
/// <summary>
/// 基于本地已连接的 <see cref="HTTPClient"/> 创建新的局内(<see cref="Model.Gaming"/>)数据请求<para/>
/// 使用 <see cref="RunTimeController"/> 中的 <see cref="RunTimeController.NewDataRequest(GamingType)"/> 创建一个新的请求<para/>
/// 此构造方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的<para/>
/// 此数据请求只能调用异步方法 <see cref="SendRequestAsync"/> 请求数据
/// </summary>
/// <param name="WebSocket"></param>
/// <param name="GamingType"></param>
/// <param name="IsLongRunning"></param>
internal DataRequest(HTTPClient WebSocket, GamingType GamingType, bool IsLongRunning = false)
{
GamingWorker = new(WebSocket, GamingType, Guid.NewGuid(), IsLongRunning);
}
/// <summary>
/// 添加数据
/// </summary>
@ -62,8 +110,16 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
/// <param name="value"></param>
public void AddRequestData(string key, object? value)
{
if (Worker.RequestData.ContainsKey(key)) Worker.RequestData[key] = value;
else Worker.RequestData.Add(key, value);
if (Worker != null)
{
if (Worker.RequestData.ContainsKey(key)) Worker.RequestData[key] = value;
else Worker.RequestData.Add(key, value);
}
else if (GamingWorker != null)
{
if (GamingWorker.RequestData.ContainsKey(key)) GamingWorker.RequestData[key] = value;
else GamingWorker.RequestData.Add(key, value);
}
}
/// <summary>
@ -71,16 +127,20 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
/// </summary>
public void Dispose()
{
Worker.Dispose();
Worker?.Dispose();
GamingWorker?.Dispose();
}
/// <summary>
/// 向服务器发送数据请求
/// <para/>警告:<see cref="HTTPClient"/> 调用此方法将抛出异常。请调用并等待 <see cref="SendRequestAsync"/>
/// </summary>
/// <returns></returns>
/// <exception cref="AsyncRequestException"></exception>
public RequestResult SendRequest()
{
Worker.SendRequest();
Worker?.SendRequest();
GamingWorker?.SendRequest();
return Result;
}
@ -90,7 +150,14 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
/// <returns></returns>
public async Task<RequestResult> SendRequestAsync()
{
await Worker.SendRequestAsync();
if (Worker != null)
{
await Worker.SendRequestAsync();
}
else if (GamingWorker != null)
{
await GamingWorker.SendRequestAsync();
}
return Result;
}
@ -102,33 +169,65 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
/// <returns></returns>
public T? GetResult<T>(string key)
{
return GetHashtableJsonObject<T>(Worker.ResultData, key);
if (Worker != null)
{
return GetHashtableJsonObject<T>(Worker.ResultData, key);
}
else if (GamingWorker != null)
{
return GetHashtableJsonObject<T>(GamingWorker.ResultData, key);
}
return default;
}
private class SocketRequest(Socket? Socket, DataRequestType RequestType, Guid RequestID, bool IsLongRunning = false) : SocketHandlerController(Socket)
/// <summary>
/// 常规数据请求
/// </summary>
private class SocketRequest : SocketHandlerController
{
public Hashtable RequestData { get; } = [];
public Hashtable ResultData => _ResultData;
public RequestResult Result => _Result;
public string Error => _Error;
private readonly Socket? Socket = Socket;
private readonly DataRequestType RequestType = RequestType;
private readonly Guid RequestID = RequestID;
private readonly bool _IsLongRunning = IsLongRunning;
private readonly Socket? Socket = null;
private readonly HTTPClient? WebSocket = null;
private readonly DataRequestType RequestType = DataRequestType.UnKnown;
private readonly Guid RequestID = Guid.Empty;
private readonly bool IsLongRunning = false;
private Hashtable _ResultData = [];
private RequestResult _Result = RequestResult.Missing;
private string _Error = "";
public SocketRequest(Socket? Socket, DataRequestType RequestType, Guid RequestID, bool IsLongRunning = false) : base(Socket)
{
this.Socket = Socket;
this.RequestType = RequestType;
this.RequestID = RequestID;
this.IsLongRunning = IsLongRunning;
}
public SocketRequest(HTTPClient? WebSocket, DataRequestType RequestType, Guid RequestID, bool IsLongRunning = false) : base(WebSocket)
{
this.WebSocket = WebSocket;
this.RequestType = RequestType;
this.RequestID = RequestID;
this.IsLongRunning = IsLongRunning;
}
public void SendRequest()
{
try
{
SetWorking();
if (Socket?.Send(SocketMessageType.DataRequest, RequestType, RequestID, RequestData) == SocketResult.Success)
if (Socket != null && Socket.Send(SocketMessageType.DataRequest, RequestType, RequestID, RequestData) == SocketResult.Success)
{
WaitForWorkDone();
}
else if (WebSocket != null)
{
throw new AsyncRequestException();
}
else throw new ConnectFailedException();
}
catch (Exception e)
@ -144,7 +243,11 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
try
{
SetWorking();
if (Socket?.Send(SocketMessageType.DataRequest, RequestType, RequestID, RequestData) == SocketResult.Success)
if (Socket != null && Socket.Send(SocketMessageType.DataRequest, RequestType, RequestID, RequestData) == SocketResult.Success)
{
await WaitForWorkDoneAsync();
}
else if (WebSocket != null && await WebSocket.Send(SocketMessageType.DataRequest, RequestType, RequestID, RequestData) == SocketResult.Success)
{
await WaitForWorkDoneAsync();
}
@ -168,7 +271,115 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
Guid id = SocketObject.GetParam<Guid>(1);
if (type == RequestType && id == RequestID)
{
if (!_IsLongRunning) Dispose();
if (!IsLongRunning) Dispose();
Work = SocketObject;
Working = false;
_ResultData = SocketObject.GetParam<Hashtable>(2) ?? [];
_Result = RequestResult.Success;
}
}
}
catch (Exception e)
{
Working = false;
_Result = RequestResult.Fail;
_Error = e.GetErrorInfo();
}
}
}
/// <summary>
/// 游戏局内请求
/// </summary>
private class GamingRequest : SocketHandlerController
{
public Hashtable RequestData { get; } = [];
public Hashtable ResultData => _ResultData;
public RequestResult Result => _Result;
public string Error => _Error;
private readonly Socket? Socket = null;
private readonly HTTPClient? WebSocket = null;
private readonly GamingType GamingType = GamingType.None;
private readonly Guid RequestID = Guid.Empty;
private readonly bool IsLongRunning = false;
private Hashtable _ResultData = [];
private RequestResult _Result = RequestResult.Missing;
private string _Error = "";
public GamingRequest(Socket? Socket, GamingType GamingType, Guid RequestID, bool IsLongRunning = false) : base(Socket)
{
this.Socket = Socket;
this.GamingType = GamingType;
this.RequestID = RequestID;
this.IsLongRunning = IsLongRunning;
}
public GamingRequest(HTTPClient? WebSocket, GamingType GamingType, Guid RequestID, bool IsLongRunning = false) : base(WebSocket)
{
this.WebSocket = WebSocket;
this.GamingType = GamingType;
this.RequestID = RequestID;
this.IsLongRunning = IsLongRunning;
}
public void SendRequest()
{
try
{
SetWorking();
if (Socket != null && Socket.Send(SocketMessageType.DataRequest, GamingType, RequestID, RequestData) == SocketResult.Success)
{
WaitForWorkDone();
}
else if (WebSocket != null)
{
throw new AsyncRequestException();
}
else throw new ConnectFailedException();
}
catch (Exception e)
{
Working = false;
_Result = RequestResult.Fail;
_Error = e.GetErrorInfo();
}
}
public async Task SendRequestAsync()
{
try
{
SetWorking();
if (Socket != null && Socket.Send(SocketMessageType.DataRequest, GamingType, RequestID, RequestData) == SocketResult.Success)
{
await WaitForWorkDoneAsync();
}
else if (WebSocket != null && await WebSocket.Send(SocketMessageType.DataRequest, GamingType, RequestID, RequestData) == SocketResult.Success)
{
await WaitForWorkDoneAsync();
}
else throw new ConnectFailedException();
}
catch (Exception e)
{
Working = false;
_Result = RequestResult.Fail;
_Error = e.GetErrorInfo();
}
}
public override void SocketHandler(SocketObject SocketObject)
{
try
{
if (SocketObject.SocketType == SocketMessageType.DataRequest)
{
GamingType type = SocketObject.GetParam<GamingType>(0);
Guid id = SocketObject.GetParam<Guid>(1);
if (type == GamingType && id == RequestID)
{
if (!IsLongRunning) Dispose();
Work = SocketObject;
Working = false;
_ResultData = SocketObject.GetParam<Hashtable>(2) ?? [];

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@ -1,137 +0,0 @@
using System.Collections;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
namespace Milimoe.FunGame.Core.Api.Transmittal
{
public class WebDataRequest
{
/// <summary>
/// 数据请求结果
/// </summary>
public RequestResult Result => Worker.Result;
/// <summary>
/// 详细错误信息
/// </summary>
public string Error => Worker.Error;
// 获取ResultData中key值对应的Json字符串
// -- 此索引器仅返回Json字符串对象类型请使用反序列化方法GetResult<T>() --
// -- 当然也可以自己反序列化 --
// -- 基本类型可能有效,但仍建议使用反序列化方法 --
public object? this[string key]
{
get
{
return Worker.ResultData[key];
}
set
{
AddRequestData(key, value);
}
}
/// <summary>
/// 私有的实现类
/// </summary>
private readonly WebSocketRequest Worker;
/// <summary>
/// 基于本地已连接的 <see cref="HTTPClient"/> 创建新的数据请求<para/>
/// </summary>
/// <param name="Socket"></param>
/// <param name="RequestType"></param>
internal WebDataRequest(HTTPClient Socket, DataRequestType RequestType)
{
Worker = new(Socket, RequestType, Guid.NewGuid());
}
/// <summary>
/// 添加数据
/// </summary>
/// <param name="key"></param>
/// <param name="value"></param>
public void AddRequestData(string key, object? value)
{
if (Worker.RequestData.ContainsKey(key)) Worker.RequestData[key] = value;
else Worker.RequestData.Add(key, value);
}
/// <summary>
/// 向服务器发送数据请求
/// </summary>
/// <returns></returns>
public async Task<RequestResult> SendRequest()
{
await Worker.SendRequestAsync();
return Result;
}
/// <summary>
/// 异步向服务器发送数据请求
/// </summary>
/// <returns></returns>
public async Task<RequestResult> SendRequestAsync()
{
await Worker.SendRequestAsync();
return Result;
}
/// <summary>
/// 获取指定key对应的反序列化对象
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <returns></returns>
public T? GetResult<T>(string key)
{
return GetHashtableJsonObject<T>(Worker.ResultData, key);
}
private class WebSocketRequest(HTTPClient? Socket, DataRequestType RequestType, Guid RequestID)
{
public Hashtable RequestData { get; } = [];
public Hashtable ResultData => _ResultData;
public RequestResult Result => _Result;
public string Error => _Error;
private readonly HTTPClient? Socket = Socket;
private readonly DataRequestType RequestType = RequestType;
private readonly Guid RequestID = RequestID;
private readonly Hashtable _ResultData = [];
private RequestResult _Result = RequestResult.Missing;
private string _Error = "";
public async Task SendRequestAsync()
{
try
{
if (Socket != null)
{
await Socket.Send(SocketMessageType.DataRequest, RequestType, RequestID, RequestData);
}
else throw new ConnectFailedException();
}
catch (Exception e)
{
_Result = RequestResult.Fail;
_Error = e.GetErrorInfo();
}
}
}
/// <summary>
/// 反序列化Hashtable中的Json对象
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="hashtable"></param>
/// <param name="key"></param>
/// <returns></returns>
public static T? GetHashtableJsonObject<T>(Hashtable hashtable, string key)
{
return Service.JsonManager.GetObject<T>(hashtable, key);
}
}
}

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@ -34,7 +34,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
}
/// <summary>
/// 获取物品实例默认返回Passiveitem 被动物品 需要强制转换
/// 获取物品实例
/// </summary>
/// <param name="type">Item类型 主动 或 被动</param>
/// <returns></returns>
@ -43,24 +43,6 @@ namespace Milimoe.FunGame.Core.Api.Utility
return ItemFactory.Create(type);
}
/// <summary>
/// 获取主动物品实例
/// </summary>
/// <returns></returns>
public static ActiveItem GetActiveItem()
{
return (ActiveItem)ItemFactory.Create(ItemType.Active);
}
/// <summary>
/// 获取被动物品实例
/// </summary>
/// <returns></returns>
public static PassiveItem GetPassiveItem()
{
return (PassiveItem)ItemFactory.Create(ItemType.Passive);
}
/// <summary>
/// 获取房间实例
/// </summary>
@ -156,7 +138,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
}
/// <summary>
/// 获取技能实例默认返回PassiveSkill 被动技能 需要强制转换
/// 获取技能实例
/// </summary>
/// <param name="type">Skill类型 主动 或 被动</param>
/// <returns></returns>
@ -165,24 +147,6 @@ namespace Milimoe.FunGame.Core.Api.Utility
return SkillFactory.Create(type);
}
/// <summary>
/// 获取主动技能实例
/// </summary>
/// <returns></returns>
public static ActiveSkill GetActiveSkill()
{
return (ActiveSkill)SkillFactory.Create(SkillType.Active);
}
/// <summary>
/// 获取被动技能实例
/// </summary>
/// <returns></returns>
public static PassiveSkill GetPassiveSkill()
{
return (PassiveSkill)SkillFactory.Create(SkillType.Passive);
}
/// <summary>
/// 获取用户实例
/// </summary>

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@ -1,5 +1,4 @@
using System.Collections;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Service;
@ -11,12 +10,12 @@ namespace Milimoe.FunGame.Core.Api.Utility
/// <summary>
/// 适用于客户端的模组集
/// </summary>
public Dictionary<string, GameModule> Modes { get; } = [];
public Dictionary<string, GameModule> Modules { get; } = [];
/// <summary>
/// 适用于服务器的模组集
/// </summary>
public Dictionary<string, GameModuleServer> ServerModes { get; } = [];
public Dictionary<string, GameModuleServer> ServerModules { get; } = [];
/// <summary>
/// 游戏地图集
@ -26,27 +25,24 @@ namespace Milimoe.FunGame.Core.Api.Utility
/// <summary>
/// 角色表
/// </summary>
public List<Character> Characters { get; } = [];
public Dictionary<string, CharacterModule> Characters { get; } = [];
/// <summary>
/// 技能表
/// </summary>
public List<Skill> Skills { get; } = [];
public Dictionary<string, SkillModule> Skills { get; } = [];
/// <summary>
/// 物品表
/// </summary>
public List<Item> Items { get; } = [];
public Dictionary<string, ItemModule> Items { get; } = [];
private GameModuleLoader()
{
}
private GameModuleLoader() { }
/// <summary>
/// 传入 <see cref="FunGameInfo.FunGame"/> 类型来创建指定端的模组读取器
/// <para>runtime = <see cref="FunGameInfo.FunGame.FunGame_Desktop"/> 时,仅读取 <seealso cref="Modes"/></para>
/// <para>runtime = <see cref="FunGameInfo.FunGame.FunGame_Server"/> 时,仅读取 <seealso cref="ServerModes"/></para>
/// <para>runtime = <see cref="FunGameInfo.FunGame.FunGame_Desktop"/> 时,仅读取 <seealso cref="Modules"/></para>
/// <para>runtime = <see cref="FunGameInfo.FunGame.FunGame_Server"/> 时,仅读取 <seealso cref="ServerModules"/></para>
/// <seealso cref="Maps"/> 都会读取
/// </summary>
/// <param name="runtime">传入 <see cref="FunGameInfo.FunGame"/> 类型来创建指定端的模组读取器</param>
@ -58,12 +54,12 @@ namespace Milimoe.FunGame.Core.Api.Utility
GameModuleLoader loader = new();
if (runtime == FunGameInfo.FunGame.FunGame_Desktop)
{
AddonManager.LoadGameModules(loader.Modes, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs);
AddonManager.LoadGameModules(loader.Modules, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs);
AddonManager.LoadGameMaps(loader.Maps, otherobjs);
}
else if (runtime == FunGameInfo.FunGame.FunGame_Server)
{
AddonManager.LoadGameModulesForServer(loader.ServerModes, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs);
AddonManager.LoadGameModulesForServer(loader.ServerModules, loader.Characters, loader.Skills, loader.Items, delegates, otherobjs);
AddonManager.LoadGameMaps(loader.Maps, otherobjs);
}
return loader;
@ -79,11 +75,11 @@ namespace Milimoe.FunGame.Core.Api.Utility
{
get
{
return Modes[name];
return Modules[name];
}
set
{
Modes.TryAdd(name, value);
Modules.TryAdd(name, value);
}
}
@ -94,7 +90,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
/// <returns></returns>
public GameModuleServer GetServerMode(string name)
{
return ServerModes[name];
return ServerModules[name];
}
/// <summary>

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@ -328,7 +328,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
#region
/// <summary>
/// 使用HMACSHA512算法加密
/// 加密服务工具箱
/// </summary>
public class Encryption
{
@ -380,6 +380,9 @@ namespace Milimoe.FunGame.Core.Api.Utility
}
}
/// <summary>
/// 为字符串string添加扩展方法
/// </summary>
public static class StringExtension
{
/// <summary>
@ -398,6 +401,9 @@ namespace Milimoe.FunGame.Core.Api.Utility
#region
/// <summary>
/// 验证码服务工具箱
/// </summary>
public class Verification
{
/// <summary>
@ -503,6 +509,9 @@ namespace Milimoe.FunGame.Core.Api.Utility
#region 线
/// <summary>
/// 多线程服务工具箱
/// </summary>
public class TaskUtility
{
/// <summary>

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@ -22,35 +22,83 @@ namespace Milimoe.FunGame.Core.Controller
private Func<DataRequestType, DataRequest> MaskMethod_NewLongRunningDataRequest { get; set; }
/// <summary>
/// 基于本地已连接的Socket创建新的数据请求
/// 基于本地已连接的Socket创建新的局内数据请求
/// </summary>
private Func<GamingType, DataRequest> MaskMethod_NewGamingRequest { get; set; }
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的局内数据请求
/// </summary>
private Func<GamingType, DataRequest> MaskMethod_NewLongRunningGamingRequest { get; set; }
/// <summary>
/// 基于本地已连接的Socket创建新的数据请求<para/>
/// 此方法只允许插件调用,如果是模组和模组服务器调用此方法将抛出异常
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
/// <exception cref="ModuleServerNewDataRequestException"></exception>
/// <exception cref="InvalidNewDataRequestException"></exception>
public DataRequest NewDataRequest(DataRequestType type)
{
if (typeof(T).IsAssignableFrom(typeof(IGameModuleServer)))
if (typeof(IGameModule).IsAssignableFrom(typeof(T)) || typeof(IGameModuleServer).IsAssignableFrom(typeof(T)))
{
throw new ModuleServerNewDataRequestException();
throw new InvalidNewDataRequestException();
}
return MaskMethod_NewDataRequest(type);
}
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的数据请求
/// 基于本地已连接的Socket创建长时间运行的数据请求<para/>
/// 此方法只允许插件调用,如果是模组和模组服务器调用此方法将抛出异常
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
/// <exception cref="ModuleServerNewDataRequestException"></exception>
/// <exception cref="InvalidNewDataRequestException"></exception>
public DataRequest NewLongRunningDataRequest(DataRequestType type)
{
if (typeof(T).IsAssignableFrom(typeof(IGameModuleServer)))
if (typeof(IGameModule).IsAssignableFrom(typeof(T)) || typeof(IGameModuleServer).IsAssignableFrom(typeof(T)))
{
throw new ModuleServerNewDataRequestException();
throw new InvalidNewDataRequestException();
}
return MaskMethod_NewLongRunningDataRequest(type);
}
/// <summary>
/// 基于本地已连接的Socket创建新的局内<see cref="Model.Gaming"/>)数据请求<para/>
/// 此方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的,但是 <see cref="Library.Common.Addon.Plugin"/> 也能调用<para/>
/// 模组服务器调用此方法将抛出异常
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
/// <exception cref="InvalidNewDataRequestException"></exception>
public DataRequest NewDataRequest(GamingType type)
{
if (typeof(IGameModuleServer).IsAssignableFrom(typeof(T)))
{
throw new InvalidNewDataRequestException();
}
return MaskMethod_NewGamingRequest(type);
}
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的局内<see cref="Model.Gaming"/>)数据请求<para/>
/// 此方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的,但是 <see cref="Library.Common.Addon.Plugin"/> 也能调用<para/>
/// 模组服务器调用此方法将抛出异常
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
/// <exception cref="InvalidNewDataRequestException"></exception>
public DataRequest NewLongRunningDataRequest(GamingType type)
{
if (typeof(IGameModuleServer).IsAssignableFrom(typeof(T)))
{
throw new InvalidNewDataRequestException();
}
return MaskMethod_NewLongRunningGamingRequest(type);
}
/// <summary>
/// 新建一个AddonController
/// </summary>
@ -60,10 +108,16 @@ namespace Milimoe.FunGame.Core.Controller
{
if (delegates.ContainsKey("NewDataRequest")) MaskMethod_NewDataRequest = delegates["NewDataRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewDataRequest"]! : new(DefaultNewDataRequest);
if (delegates.ContainsKey("NewLongRunningDataRequest")) MaskMethod_NewLongRunningDataRequest = delegates["NewLongRunningDataRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewLongRunningDataRequest"]! : new(DefaultNewDataRequest);
if (delegates.ContainsKey("NewGamingRequest")) MaskMethod_NewDataRequest = delegates["NewGamingRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewGamingRequest"]! : new(DefaultNewDataRequest);
if (delegates.ContainsKey("NewLongRunningGamingRequest")) MaskMethod_NewLongRunningDataRequest = delegates["NewLongRunningGamingRequest"] != null ? (Func<DataRequestType, DataRequest>)delegates["NewLongRunningGamingRequest"]! : new(DefaultNewDataRequest);
MaskMethod_NewDataRequest ??= new(DefaultNewDataRequest);
MaskMethod_NewLongRunningDataRequest ??= new(DefaultNewDataRequest);
MaskMethod_NewGamingRequest ??= new(DefaultNewDataRequest);
MaskMethod_NewLongRunningGamingRequest ??= new(DefaultNewDataRequest);
}
private DataRequest DefaultNewDataRequest(DataRequestType type) => throw new ConnectFailedException();
private DataRequest DefaultNewDataRequest(DataRequestType type) => throw new InvalidNewDataRequestException();
private DataRequest DefaultNewDataRequest(GamingType type) => throw new InvalidNewDataRequestException();
}
}

View File

@ -286,6 +286,40 @@ namespace Milimoe.FunGame.Core.Controller
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建新的局内<see cref="Model.Gaming"/>)数据请求<para/>
/// 此方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的
/// </summary>
/// <param name="GamingType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewDataRequest(GamingType GamingType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, GamingType);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的局内<see cref="Model.Gaming"/>)数据请求<para/>
/// 此方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的
/// </summary>
/// <param name="GamingType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewLongRunningDataRequest(GamingType GamingType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, GamingType, true);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 开始接收服务器信息
/// </summary>

View File

@ -21,7 +21,12 @@ namespace Milimoe.FunGame.Core.Controller
/// <summary>
/// Socket
/// </summary>
private readonly Socket _Socket;
private readonly Socket? _Socket;
/// <summary>
/// WebSocket
/// </summary>
private readonly HTTPClient? _WebSocket;
/// <summary>
/// 继承请调用base构造
@ -37,6 +42,20 @@ namespace Milimoe.FunGame.Core.Controller
else throw new SocketCreateReceivingException();
}
/// <summary>
/// 继承请调用base构造
/// </summary>
/// <param name="websocket">Socket</param>
public SocketHandlerController(HTTPClient? websocket)
{
if (websocket != null)
{
_WebSocket = websocket;
websocket.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler));
}
else throw new SocketCreateReceivingException();
}
/// <summary>
/// 继承请重写此方法
/// </summary>
@ -71,7 +90,8 @@ namespace Milimoe.FunGame.Core.Controller
{
if (Disposing)
{
_Socket.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler), true);
_Socket?.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler), true);
_WebSocket?.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler), true);
}
}
IsDisposed = true;

View File

@ -6,7 +6,8 @@
<members>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest">
<summary>
需要配合Milimoe.FunGame.Core.Library.Constant.DataRequestType使用
需要配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.DataRequestType"/> 使用<para/>
如果是 <see cref="T:Milimoe.FunGame.Core.Model.Gaming"/> 的数据请求,则配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.GamingType"/> 使用<para/>
确保已添加对应的枚举
</summary>
</member>
@ -25,6 +26,11 @@
私有的实现类
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GamingWorker">
<summary>
私有的实现类(这是局内请求的)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket,Milimoe.FunGame.Core.Library.Constant.DataRequestType,System.Boolean)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.Socket"/> 创建新的数据请求<para/>
@ -34,6 +40,37 @@
<param name="RequestType"></param>
<param name="IsLongRunning"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient,Milimoe.FunGame.Core.Library.Constant.DataRequestType,System.Boolean)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 创建新的数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)"/> 创建一个新的请求<para/>
此数据请求只能调用异步方法 <see cref="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync"/> 请求数据
</summary>
<param name="WebSocket"></param>
<param name="RequestType"></param>
<param name="IsLongRunning"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket,Milimoe.FunGame.Core.Library.Constant.GamingType,System.Boolean)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.Socket"/> 创建新的局内(<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)"/> 创建一个新的请求<para/>
此构造方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的
</summary>
<param name="Socket"></param>
<param name="GamingType"></param>
<param name="IsLongRunning"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient,Milimoe.FunGame.Core.Library.Constant.GamingType,System.Boolean)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 创建新的局内(<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)"/> 创建一个新的请求<para/>
此构造方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的<para/>
此数据请求只能调用异步方法 <see cref="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync"/> 请求数据
</summary>
<param name="WebSocket"></param>
<param name="GamingType"></param>
<param name="IsLongRunning"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.AddRequestData(System.String,System.Object)">
<summary>
添加数据
@ -49,8 +86,10 @@
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequest">
<summary>
向服务器发送数据请求
<para/>警告:<see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 调用此方法将抛出异常。请调用并等待 <see cref="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync"/>
</summary>
<returns></returns>
<exception cref="T:Milimoe.FunGame.AsyncRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync">
<summary>
@ -66,6 +105,16 @@
<param name="key"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SocketRequest">
<summary>
常规数据请求
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GamingRequest">
<summary>
游戏局内请求
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GetHashtableJsonObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中的Json对象
@ -204,64 +253,6 @@
回滚事务
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.Result">
<summary>
数据请求结果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.Error">
<summary>
详细错误信息
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.Worker">
<summary>
私有的实现类
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient,Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 创建新的数据请求<para/>
</summary>
<param name="Socket"></param>
<param name="RequestType"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.AddRequestData(System.String,System.Object)">
<summary>
添加数据
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.SendRequest">
<summary>
向服务器发送数据请求
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.SendRequestAsync">
<summary>
异步向服务器发送数据请求
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.GetResult``1(System.String)">
<summary>
获取指定key对应的反序列化对象
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.WebDataRequest.GetHashtableJsonObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="hashtable"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetCharacter">
<summary>
获取角色实例
@ -276,23 +267,11 @@
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetItem(Milimoe.FunGame.Core.Library.Constant.ItemType)">
<summary>
获取物品实例默认返回Passiveitem 被动物品 需要强制转换
获取物品实例
</summary>
<param name="type">Item类型 主动 或 被动</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetActiveItem">
<summary>
获取主动物品实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetPassiveItem">
<summary>
获取被动物品实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRoom(System.Int64,System.String,System.Nullable{System.DateTime},Milimoe.FunGame.Core.Entity.User,Milimoe.FunGame.Core.Library.Constant.RoomType,System.String,System.String,Milimoe.FunGame.Core.Library.Constant.RoomState,System.Boolean,System.String)">
<summary>
获取房间实例
@ -333,23 +312,11 @@
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetSkill(Milimoe.FunGame.Core.Library.Constant.SkillType)">
<summary>
获取技能实例默认返回PassiveSkill 被动技能 需要强制转换
获取技能实例
</summary>
<param name="type">Skill类型 主动 或 被动</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetActiveSkill">
<summary>
获取主动技能实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetPassiveSkill">
<summary>
获取被动技能实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser">
<summary>
获取用户实例
@ -389,12 +356,12 @@
<param name="dr"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Modes">
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Modules">
<summary>
适用于客户端的模组集
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ServerModes">
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ServerModules">
<summary>
适用于服务器的模组集
</summary>
@ -422,8 +389,8 @@
<member name="M:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.LoadGameModules(Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame,System.Collections.Hashtable,System.Object[])">
<summary>
传入 <see cref="T:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame"/> 类型来创建指定端的模组读取器
<para>runtime = <see cref="F:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame.FunGame_Desktop"/> 时,仅读取 <seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Modes"/></para>
<para>runtime = <see cref="F:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame.FunGame_Server"/> 时,仅读取 <seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ServerModes"/></para>
<para>runtime = <see cref="F:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame.FunGame_Desktop"/> 时,仅读取 <seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Modules"/></para>
<para>runtime = <see cref="F:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame.FunGame_Server"/> 时,仅读取 <seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ServerModules"/></para>
<seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Maps"/> 都会读取
</summary>
<param name="runtime">传入 <see cref="T:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame"/> 类型来创建指定端的模组读取器</param>
@ -638,7 +605,7 @@
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Encryption">
<summary>
使用HMACSHA512算法加密
加密服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.HmacSha512(System.String,System.String)">
@ -665,6 +632,11 @@
<param name="PrivateKey">私钥</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.StringExtension">
<summary>
为字符串string添加扩展方法
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.StringExtension.Encrypt(System.String,System.String)">
<summary>
使用HMACSHA512算法加密
@ -673,6 +645,11 @@
<param name="key">秘钥</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Verification">
<summary>
验证码服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.CreateVerifyCode(Milimoe.FunGame.Core.Library.Constant.VerifyCodeType,System.Int32)">
<summary>
生成验证码
@ -702,6 +679,11 @@
<param name="length"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.TaskUtility">
<summary>
多线程服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.NewTask(System.Action)">
<summary>
开启一个任务调用返回对象的OnCompleted()方法可以执行后续操作,支持异步
@ -1162,21 +1144,55 @@
基于本地已连接的Socket创建长时间运行的数据请求
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.AddonController`1.MaskMethod_NewGamingRequest">
<summary>
基于本地已连接的Socket创建新的局内数据请求
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.AddonController`1.MaskMethod_NewLongRunningGamingRequest">
<summary>
基于本地已连接的Socket创建长时间运行的局内数据请求
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建新的数据请求
基于本地已连接的Socket创建新的数据请求<para/>
此方法只允许插件调用,如果是模组和模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ModuleServerNewDataRequestException"></exception>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求
基于本地已连接的Socket创建长时间运行的数据请求<para/>
此方法只允许插件调用,如果是模组和模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ModuleServerNewDataRequestException"></exception>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建新的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的,但是 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> 也能调用<para/>
模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建长时间运行的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的,但是 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> 也能调用<para/>
模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.#ctor(Milimoe.FunGame.Core.Interface.Addons.IAddon,System.Collections.Hashtable)">
<summary>
@ -1357,6 +1373,24 @@
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建新的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的
</summary>
<param name="GamingType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建长时间运行的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的
</summary>
<param name="GamingType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.StartReceiving">
<summary>
开始接收服务器信息
@ -1452,12 +1486,23 @@
Socket
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.SocketHandlerController._WebSocket">
<summary>
WebSocket
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket)">
<summary>
继承请调用base构造
</summary>
<param name="socket">Socket</param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient)">
<summary>
继承请调用base构造
</summary>
<param name="websocket">Socket</param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.SocketHandler(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
继承请重写此方法
@ -1497,6 +1542,251 @@
触发关闭事件
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.Id">
<summary>
实体的数字ID
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.Guid">
<summary>
实体的唯一ID
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.Name">
<summary>
实体的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.FirstName">
<summary>
角色的名字
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.NickName">
<summary>
角色的昵称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.User">
<summary>
角色所属的玩家
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Statistics">
<summary>
角色统计数据
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MagicType">
<summary>
魔法属性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.FirstRoleType">
<summary>
角色定位1
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.SecondRoleType">
<summary>
角色定位2
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ThirdRoleType">
<summary>
角色定位3
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.RoleRating">
<summary>
角色评级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Promotion">
<summary>
晋升点数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Level">
<summary>
等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EXP">
<summary>
经验值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseHP">
<summary>
基础生命值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.HP">
<summary>
生命值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseMP">
<summary>
基础魔法值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MP">
<summary>
魔法值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EP">
<summary>
能量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseATK">
<summary>
基础攻击力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ATK">
<summary>
攻击力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseDEF">
<summary>
基础物理护甲
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.DEF">
<summary>
物理护甲
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.PDR">
<summary>
物理伤害减免(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MDF">
<summary>
魔法抗性(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.PhysicalPenetration">
<summary>
物理穿透(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MagicalPenetration">
<summary>
魔法穿透(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.HR">
<summary>
生命回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MR">
<summary>
魔法回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ER">
<summary>
能量回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseSTR">
<summary>
基础力量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseAGI">
<summary>
基础敏捷
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseINT">
<summary>
基础智力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.STR">
<summary>
力量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.AGI">
<summary>
敏捷
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.INT">
<summary>
智力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.STRGrowth">
<summary>
力量成长值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.AGIGrowth">
<summary>
敏捷成长值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.INTGrowth">
<summary>
智力成长值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.SPD">
<summary>
速度
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ActionCoefficient">
<summary>
行动系数(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.AccelerationCoefficient">
<summary>
加速系数(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ATR">
<summary>
攻击距离
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CritRate">
<summary>
暴击率(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CritDMG">
<summary>
暴击伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EvadeRate">
<summary>
闪避率(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Skills">
<summary>
角色的技能组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Items">
<summary>
角色携带的物品
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.UserStatistics">
<summary>
记录 <see cref="T:Milimoe.FunGame.Core.Entity.User"/> 的生涯、赛季统计数据<para/>
@ -1641,7 +1931,7 @@
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModule">
<summary>
模组:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/><para/>
继承事件接口并实现其方法来使模组生效。例如继承:<seealso cref="T:Milimoe.FunGame.Core.Interface.IGamingConnectEvent"/><para/>
继承事件接口并实现其方法来使模组生效。例如继承:<seealso cref="T:Milimoe.FunGame.Core.Interface.IGamingUpdateInfoEvent"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer">
@ -1655,6 +1945,21 @@
地图:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameMap"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleCharacterModule">
<summary>
角色:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleSkillModule">
<summary>
技能:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleItemModule">
<summary>
物品:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExamplePlugin">
<summary>
必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/><para/>
@ -1772,7 +2077,7 @@
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.StartGame(Milimoe.FunGame.Core.Model.Gaming,System.Object[])">
<summary>
必须重写此方法,游戏的主要逻辑写在这里面<para/>
此方法会在 <see cref="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameModule,Milimoe.FunGame.Core.Entity.Room,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User},System.Object[])"/> 时调用<para/>
此方法会在 <see cref="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameModule,Milimoe.FunGame.Core.Entity.Room,Milimoe.FunGame.Core.Entity.User,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User},Milimoe.FunGame.Core.Api.Utility.GameModuleLoader,System.Object[])"/> 时调用<para/>
</summary>
<param name="instance"></param>
<param name="args"></param>
@ -1828,32 +2133,70 @@
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend">
<summary>
模组的依赖集合
模组的依赖集合<para/>
<paramref name="maps"></paramref>(地图名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Name"/>)的数组)<para/>
<paramref name="characters"></paramref>(角色模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Name"/>)的数组)<para/>
<paramref name="skills"></paramref>(技能模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Name"/>)的数组)<para/>
<paramref name="items"></paramref>(物品模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Name"/>)的数组)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.#ctor(System.String[],System.String[],System.String[],System.String[])">
<summary>
模组的依赖集合
模组的依赖集合<para/>
<paramref name="maps"></paramref>(地图名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Name"/>)的数组)<para/>
<paramref name="characters"></paramref>(角色模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Name"/>)的数组)<para/>
<paramref name="skills"></paramref>(技能模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Name"/>)的数组)<para/>
<paramref name="items"></paramref>(物品模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Name"/>)的数组)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Maps">
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.MapsDepend">
<summary>
模组所使用的地图组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Characters">
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.CharactersDepend">
<summary>
模组所使用的角色组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Items">
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.SkillsDepend">
<summary>
模组所使用的技能组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.ItemsDepend">
<summary>
模组所使用的物品组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Maps">
<summary>
实际使用的地图组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Characters">
<summary>
实际使用的角色组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Skills">
<summary>
模组所使用的技能组
实际使用的技能组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Items">
<summary>
实际使用的物品组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)">
<summary>
获得所有的依赖项<para/>
此方法会自动填充 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Maps"/> <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Characters"/> <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Skills"/> <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Items"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Name">
@ -1904,7 +2247,7 @@
<param name="Room"></param>
<param name="Users"></param>
<param name="RoomMasterServerModel"></param>
<param name="OthersServerModel"></param>
<param name="ServerModels"></param>
<param name="Args"></param>
<returns></returns>
</member>
@ -2586,13 +2929,20 @@
游戏的参数
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameModule,Milimoe.FunGame.Core.Entity.Room,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User},System.Object[])">
<member name="P:Milimoe.FunGame.Core.Model.Gaming.CurrentUser">
<summary>
此实例所属的玩家
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameModule,Milimoe.FunGame.Core.Entity.Room,Milimoe.FunGame.Core.Entity.User,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User},Milimoe.FunGame.Core.Api.Utility.GameModuleLoader,System.Object[])">
<summary>
传入游戏所需的参数构造一个Gaming实例
</summary>
<param name="module"></param>
<param name="room"></param>
<param name="user"></param>
<param name="users"></param>
<param name="loader"></param>
<param name="args"></param>
<returns></returns>
</member>
@ -2604,7 +2954,6 @@
</summary>
<param name="type">消息类型</param>
<param name="data">接收到的数据</param>
<returns>底层会将哈希表中的数据发送给服务器</returns>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.Server_Address">
<summary>
@ -2650,7 +2999,7 @@
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameModules(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameModule},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item},System.Collections.Hashtable,System.Object[])">
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameModules(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.SkillModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.ItemModule},System.Collections.Hashtable,System.Object[])">
<summary>
从modules目录加载所有模组
</summary>
@ -2662,7 +3011,7 @@
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameModulesForServer(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item},System.Collections.Hashtable,System.Object[])">
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameModulesForServer(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.SkillModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.ItemModule},System.Collections.Hashtable,System.Object[])">
<summary>
从modules目录加载所有适用于服务器的模组
</summary>
@ -2682,6 +3031,15 @@
<param name="objs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.AddAddonInstances``1(System.Type,System.Collections.Generic.Dictionary{System.String,``0},System.Func{``0,System.Boolean})">
<summary>
添加构造好的模组类实例到字典中
</summary>
<typeparam name="T">加载的类型</typeparam>
<param name="type">循环程序集的类型</param>
<param name="dictionary">实例的字典</param>
<param name="isadd">加载时触发的检查方法返回false不添加</param>
</member>
<member name="F:Milimoe.FunGame.Core.Service.JsonManager.GeneralOptions">
<summary>
默认的序列化选项

View File

@ -4,8 +4,19 @@ namespace Milimoe.FunGame.Core.Entity
{
public abstract class BaseEntity : IBaseEntity
{
/// <summary>
/// 实体的数字ID
/// </summary>
public virtual long Id { get; set; } = 0;
/// <summary>
/// 实体的唯一ID
/// </summary>
public virtual Guid Guid { get; set; } = Guid.Empty;
/// <summary>
/// 实体的名称
/// </summary>
public virtual string Name { get; set; } = "";
public abstract bool Equals(IBaseEntity? other);

View File

@ -1,56 +1,239 @@
using System.Collections;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
public class Character : BaseEntity
public class Character : BaseEntity, ICopyable<Character>
{
/// <summary>
/// 角色的名字
/// </summary>
public string FirstName { get; set; } = "";
/// <summary>
/// 角色的昵称
/// </summary>
public string NickName { get; set; } = "";
/// <summary>
/// 角色所属的玩家
/// </summary>
public User? User { get; set; } = null;
public CharacterStatistics? Statistics { get; set; } = null; // 角色统计数据
public MagicType MagicType { get; set; } // 魔法属性
public RoleType FirstRoleType { get; set; } // 角色定位1
public RoleType SecondRoleType { get; set; } // 角色定位2
public RoleType ThirdRoleType { get; set; } // 角色定位3
public RoleRating RoleRating { get; set; } // 角色评级
public int Promotion { get; set; } // 晋升点数
/// <summary>
/// 角色统计数据
/// </summary>
public CharacterStatistics? Statistics { get; set; } = null;
/// <summary>
/// 魔法属性
/// </summary>
public MagicType MagicType { get; set; } = MagicType.Particle;
/// <summary>
/// 角色定位1
/// </summary>
public RoleType FirstRoleType { get; set; } = RoleType.Core;
/// <summary>
/// 角色定位2
/// </summary>
public RoleType SecondRoleType { get; set; } = RoleType.Guardian;
/// <summary>
/// 角色定位3
/// </summary>
public RoleType ThirdRoleType { get; set; } = RoleType.Vanguard;
/// <summary>
/// 角色评级
/// </summary>
public RoleRating RoleRating { get; set; } = RoleRating.E;
/// <summary>
/// 晋升点数
/// </summary>
public int Promotion { get; set; } = 0;
/// <summary>
/// 等级
/// </summary>
public int Level { get; set; } = 1;
public decimal EXP { get; set; } // 经验值
public decimal BaseHP { get; set; } // 基础生命值
public decimal HP { get; set; }
public decimal BaseMP { get; set; } // 基础魔法值
public decimal MP { get; set; }
public decimal EP { get; set; }
public decimal BaseATK { get; set; } // 基础攻击力
public decimal ATK { get; set; }
public decimal DEF { get; set; } // Defence 物理护甲
public decimal PDR { get; set; } // Physical Damage Reduction 物理伤害减免
public decimal MDF { get; set; } // Magical Defence 魔法抗性
public decimal PhysicalPenetration { get; set; } // Physical Penetration 物理穿透
public decimal MagicalPenetration { get; set; } // Magical Penetration 魔法穿透
public decimal HR { get; set; } = 0; // Health Regeneration 生命回复力
public decimal MR { get; set; } = 0; // Mana Regeneration 魔法回复力
public decimal ER { get; set; } = 0; // Eenergy Regeneration 能量回复力
public decimal BaseSTR { get; set; } // 基础力量
public decimal BaseAGI { get; set; } // 基础敏捷
public decimal BaseINT { get; set; } // 基础智力
public decimal STR { get; set; } // Strength 力量
public decimal AGI { get; set; } // Agility 敏捷
public decimal INT { get; set; } // Intelligence 智力
public decimal STRGrowth { get; set; } // Strength Growth 力量成长值
public decimal AGIGrowth { get; set; } // Agility Growth 敏捷成长值
public decimal INTGrowth { get; set; } // Intelligence Growth 智力成长值
public decimal SPD { get; set; } // Speed 速度
public decimal ActionCoefficient { get; set; } // Action Coefficient 行动系数
public decimal AccelerationCoefficient { get; set; } // Acceleration Coefficient 加速系数
public decimal ATR { get; set; } // Attack Range 攻击距离
public decimal CritRate { get; set; } = 0.05M; // 暴击率
public decimal CritDMG { get; set; } = 1.25M; // 暴击伤害
public decimal EvadeRate { get; set; } = 0.05M; // 闪避率
public Hashtable Skills { get; set; } = [];
public Hashtable Items { get; set; } = [];
/// <summary>
/// 经验值
/// </summary>
public decimal EXP { get; set; } = 0;
/// <summary>
/// 基础生命值
/// </summary>
public decimal BaseHP { get; set; } = 0;
/// <summary>
/// 生命值
/// </summary>
public decimal HP { get; set; } = 0;
/// <summary>
/// 基础魔法值
/// </summary>
public decimal BaseMP { get; set; } = 0;
/// <summary>
/// 魔法值
/// </summary>
public decimal MP { get; set; } = 0;
/// <summary>
/// 能量
/// </summary>
public decimal EP { get; set; } = 0;
/// <summary>
/// 基础攻击力
/// </summary>
public decimal BaseATK { get; set; } = 0;
/// <summary>
/// 攻击力
/// </summary>
public decimal ATK { get; set; } = 0;
/// <summary>
/// 基础物理护甲
/// </summary>
public decimal BaseDEF { get; set; } = 0;
/// <summary>
/// 物理护甲
/// </summary>
public decimal DEF { get; set; } = 0;
/// <summary>
/// 物理伤害减免(%)
/// </summary>
public decimal PDR { get; set; } = 0;
/// <summary>
/// 魔法抗性(%)
/// </summary>
public decimal MDF { get; set; } = 0;
/// <summary>
/// 物理穿透(%)
/// </summary>
public decimal PhysicalPenetration { get; set; } = 0;
/// <summary>
/// 魔法穿透(%)
/// </summary>
public decimal MagicalPenetration { get; set; } = 0;
/// <summary>
/// 生命回复力
/// </summary>
public decimal HR { get; set; } = 0;
/// <summary>
/// 魔法回复力
/// </summary>
public decimal MR { get; set; } = 0;
/// <summary>
/// 能量回复力
/// </summary>
public decimal ER { get; set; } = 0;
/// <summary>
/// 基础力量
/// </summary>
public decimal BaseSTR { get; set; } = 0;
/// <summary>
/// 基础敏捷
/// </summary>
public decimal BaseAGI { get; set; } = 0;
/// <summary>
/// 基础智力
/// </summary>
public decimal BaseINT { get; set; } = 0;
/// <summary>
/// 力量
/// </summary>
public decimal STR { get; set; } = 0;
/// <summary>
/// 敏捷
/// </summary>
public decimal AGI { get; set; } = 0;
/// <summary>
/// 智力
/// </summary>
public decimal INT { get; set; } = 0;
/// <summary>
/// 力量成长值
/// </summary>
public decimal STRGrowth { get; set; } = 0;
/// <summary>
/// 敏捷成长值
/// </summary>
public decimal AGIGrowth { get; set; } = 0;
/// <summary>
/// 智力成长值
/// </summary>
public decimal INTGrowth { get; set; } = 0;
/// <summary>
/// 速度
/// </summary>
public decimal SPD { get; set; } = 0;
/// <summary>
/// 行动系数(%)
/// </summary>
public decimal ActionCoefficient { get; set; } = 0;
/// <summary>
/// 加速系数(%)
/// </summary>
public decimal AccelerationCoefficient { get; set; } = 0;
/// <summary>
/// 攻击距离
/// </summary>
public decimal ATR { get; set; } = 0;
/// <summary>
/// 暴击率(%)
/// </summary>
public decimal CritRate { get; set; } = 0.05M;
/// <summary>
/// 暴击伤害
/// </summary>
public decimal CritDMG { get; set; } = 1.25M;
/// <summary>
/// 闪避率(%)
/// </summary>
public decimal EvadeRate { get; set; } = 0.05M;
/// <summary>
/// 角色的技能组
/// </summary>
public Dictionary<string, Skill> Skills { get; set; } = [];
/// <summary>
/// 角色携带的物品
/// </summary>
public Dictionary<string, Item> Items { get; set; } = [];
protected Character()
{
@ -62,9 +245,89 @@ namespace Milimoe.FunGame.Core.Entity
return new();
}
public void SetDefaultBase()
{
HP = BaseHP;
MP = BaseMP;
ATK = BaseATK;
DEF = BaseDEF;
STR = BaseSTR;
AGI = BaseAGI;
INT = BaseINT;
}
public override bool Equals(IBaseEntity? other)
{
return other is Character c && c.Name == Name;
}
public override string ToString()
{
string str = (Name + " " + FirstName).Trim();
if (NickName != "")
{
if (str != "") str += ", ";
str += NickName;
}
if (User != null && User.Username != "")
{
str += "(" + User.Username + ")";
}
return str;
}
public Character Copy()
{
Character c = new()
{
Name = Name,
FirstName = FirstName,
NickName = NickName,
Statistics = Statistics,
MagicType = MagicType,
FirstRoleType = FirstRoleType,
SecondRoleType = SecondRoleType,
ThirdRoleType = ThirdRoleType,
RoleRating = RoleRating,
Promotion = Promotion,
Level = Level,
EXP = EXP,
BaseHP = BaseHP,
HP = HP,
BaseMP = BaseMP,
MP = MP,
EP = EP,
BaseATK = BaseATK,
ATK = ATK,
BaseDEF = BaseDEF,
DEF = DEF,
PDR = PDR,
MDF = MDF,
PhysicalPenetration = PhysicalPenetration,
MagicalPenetration = MagicalPenetration,
HR = HR,
MR = MR,
ER = ER,
BaseSTR = BaseSTR,
BaseAGI = BaseAGI,
BaseINT = BaseINT,
STR = STR,
AGI = AGI,
INT = INT,
STRGrowth = STRGrowth,
AGIGrowth = AGIGrowth,
INTGrowth = INTGrowth,
SPD = SPD,
ActionCoefficient = ActionCoefficient,
AccelerationCoefficient = AccelerationCoefficient,
ATR = ATR,
CritRate = CritRate,
CritDMG = CritDMG,
EvadeRate = EvadeRate,
Skills = Skills,
Items = Items,
};
return c;
}
}
}

View File

@ -1,36 +0,0 @@
using Milimoe.FunGame.Core.Interface.Entity;
namespace Milimoe.FunGame.Core.Entity
{
public class ActiveItem : Item
{
public ActiveSkill? Skill { get; set; } = null;
protected ActiveItem()
{
Active = true;
}
protected ActiveItem(int id, string name)
{
Active = true;
Id = id;
Name = name;
}
internal static ActiveItem GetInstance()
{
return new();
}
internal static ActiveItem GetInstance(int id, string name)
{
return new(id, name);
}
public override bool Equals(IBaseEntity? other)
{
return other is ActiveItem i && i.Name == Name;
}
}
}

View File

@ -1,8 +1,9 @@
using Milimoe.FunGame.Core.Interface.Entity;
using System;
using Milimoe.FunGame.Core.Interface.Entity;
namespace Milimoe.FunGame.Core.Entity
{
public abstract class Item : BaseEntity, IItem
public class Item : BaseEntity, IItem
{
public string Describe { get; set; } = "";
public decimal Price { get; set; }
@ -10,5 +11,16 @@ namespace Milimoe.FunGame.Core.Entity
public bool Active { get; set; }
public bool Enable { get; set; }
public Character? Character { get; set; } = null;
public Skill? Skill { get; set; } = null;
internal Item(bool active = false)
{
Active = active;
}
public override bool Equals(IBaseEntity? other)
{
return other is Item c && c.Name == Name;
}
}
}

View File

@ -1,36 +0,0 @@
using Milimoe.FunGame.Core.Interface.Entity;
namespace Milimoe.FunGame.Core.Entity
{
public class PassiveItem : Item
{
public PassiveSkill? Skill { get; set; } = null;
protected PassiveItem()
{
Active = false;
}
protected PassiveItem(int id, string name)
{
Active = false;
Id = id;
Name = name;
}
internal static PassiveItem GetInstance()
{
return new();
}
internal static PassiveItem GetInstance(int id, string name)
{
return new(id, name);
}
public override bool Equals(IBaseEntity? other)
{
return other is PassiveItem i && i.Name == Name;
}
}
}

View File

@ -1,35 +0,0 @@
using Milimoe.FunGame.Core.Interface.Entity;
namespace Milimoe.FunGame.Core.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;
protected ActiveSkill()
{
Active = true;
}
internal static ActiveSkill GetInstance()
{
return new();
}
public override bool Equals(IBaseEntity? other)
{
return other is ActiveSkill s && s.Name == Name;
}
}
}

View File

@ -1,33 +0,0 @@
using Milimoe.FunGame.Core.Interface.Entity;
namespace Milimoe.FunGame.Core.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;
protected PassiveSkill()
{
Active = false;
}
internal static PassiveSkill GetInstance()
{
return new();
}
public override bool Equals(IBaseEntity? other)
{
return other is PassiveSkill s && s.Name == Name;
}
}
}

View File

@ -1,13 +1,24 @@
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
public abstract class Skill : BaseEntity
public class Skill : BaseEntity, IActiveEnable
{
public string Describe { get; set; } = "";
public char Key { get; set; }
public bool Active { get; set; }
public bool Enable { get; set; }
public MagicType MagicType { get; set; }
internal Skill(bool active = false)
{
Active = active;
}
public override bool Equals(IBaseEntity? other)
{
return other is Skill c && c.Name == Name;
}
}
}

View File

@ -7,7 +7,7 @@ namespace Milimoe.FunGame.Core.Interface.Addons
{
public interface IGameModuleServer : IAddon, IAddonController<IGameModuleServer>, IGameModuleDepend
{
public bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> OthersServerModel, params object[] args);
public bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] args);
public Hashtable GamingMessageHandler(string username, GamingType type, Hashtable data);
}

View File

@ -8,5 +8,6 @@ namespace Milimoe.FunGame.Core.Interface.HTTP
{
public Task<SocketResult> Send(SocketMessageType type, params object[] objs);
public SocketObject SocketObject_Handler(SocketObject objs);
public void BindEvent(Delegate method, bool remove = false);
}
}

View File

@ -1,5 +1,4 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
@ -59,7 +58,7 @@ namespace Milimoe.FunGame.Core.Interface.Base
/// <summary>
/// 开始接收客户端消息
/// <para>请勿在 <see cref="GameModuleServer"/> 中调用此方法</para>
/// <para>请勿在 <see cref="Library.Common.Addon.GameModuleServer"/> 中调用此方法</para>
/// </summary>
/// <param name="socket"></param>
/// <returns></returns>
@ -67,7 +66,7 @@ namespace Milimoe.FunGame.Core.Interface.Base
/// <summary>
/// 启动对客户端的监听
/// <para>请勿在 <see cref="GameModuleServer"/> 中调用此方法</para>
/// <para>请勿在 <see cref="Library.Common.Addon.GameModuleServer"/> 中调用此方法</para>
/// </summary>
public void Start();
}

View File

@ -8,6 +8,6 @@ namespace Milimoe.FunGame.Core.Interface.Sockets
public void StartReceiving(Task t);
public SocketResult Send(SocketMessageType type, params object[] objs);
public Library.Common.Network.SocketObject[] Receive();
public void BindEvent(Delegate Method, bool Remove = false);
public void BindEvent(Delegate method, bool remove = false);
}
}

View File

@ -0,0 +1,7 @@
namespace Milimoe.FunGame.Core.Interface.Entity
{
public interface ICopyable<T>
{
public T Copy();
}
}

View File

@ -9,269 +9,146 @@ namespace Milimoe.FunGame.Core.Interface
/// </summary>
public interface IGamingEventHandler
{
public delegate void BeforeEventHandler(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public delegate void AfterEventHandler(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public delegate void SucceedEventHandler(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public delegate void FailedEventHandler(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public delegate void GamingEventHandler(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingConnectEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingConnect;
public event AfterEventHandler? AfterGamingConnect;
public event SucceedEventHandler? SucceedGamingConnect;
public event FailedEventHandler? FailedGamingConnect;
public event GamingEventHandler? GamingConnect;
public void OnBeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingDisconnectEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingDisconnect;
public event AfterEventHandler? AfterGamingDisconnect;
public event SucceedEventHandler? SucceedGamingDisconnect;
public event FailedEventHandler? FailedGamingDisconnect;
public event GamingEventHandler? GamingDisconnect;
public void OnBeforeGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingReconnectEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingReconnect;
public event AfterEventHandler? AfterGamingReconnect;
public event SucceedEventHandler? SucceedGamingReconnect;
public event FailedEventHandler? FailedGamingReconnect;
public event GamingEventHandler? GamingReconnect;
public void OnBeforeGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingBanCharacterEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingBanCharacter;
public event AfterEventHandler? AfterGamingBanCharacter;
public event SucceedEventHandler? SucceedGamingBanCharacter;
public event FailedEventHandler? FailedGamingBanCharacter;
public event GamingEventHandler? GamingBanCharacter;
public void OnBeforeGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingPickCharacterEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingPickCharacter;
public event AfterEventHandler? AfterGamingPickCharacter;
public event SucceedEventHandler? SucceedGamingPickCharacter;
public event FailedEventHandler? FailedGamingPickCharacter;
public event GamingEventHandler? GamingPickCharacter;
public void OnBeforeGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingRandomEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingRandom;
public event AfterEventHandler? AfterGamingRandom;
public event SucceedEventHandler? SucceedGamingRandom;
public event FailedEventHandler? FailedGamingRandom;
public event GamingEventHandler? GamingRandom;
public void OnBeforeGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingRoundEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingRound;
public event AfterEventHandler? AfterGamingRound;
public event SucceedEventHandler? SucceedGamingRound;
public event FailedEventHandler? FailedGamingRound;
public event GamingEventHandler? GamingRound;
public void OnBeforeGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingLevelUpEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingLevelUp;
public event AfterEventHandler? AfterGamingLevelUp;
public event SucceedEventHandler? SucceedGamingLevelUp;
public event FailedEventHandler? FailedGamingLevelUp;
public event GamingEventHandler? GamingLevelUp;
public void OnBeforeGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingMoveEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingMove;
public event AfterEventHandler? AfterGamingMove;
public event SucceedEventHandler? SucceedGamingMove;
public event FailedEventHandler? FailedGamingMove;
public event GamingEventHandler? GamingMove;
public void OnBeforeGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingAttackEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingAttack;
public event AfterEventHandler? AfterGamingAttack;
public event SucceedEventHandler? SucceedGamingAttack;
public event FailedEventHandler? FailedGamingAttack;
public event GamingEventHandler? GamingAttack;
public void OnBeforeGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingSkillEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingSkill;
public event AfterEventHandler? AfterGamingSkill;
public event SucceedEventHandler? SucceedGamingSkill;
public event FailedEventHandler? FailedGamingSkill;
public event GamingEventHandler? GamingSkill;
public void OnBeforeGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingItemEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingItem;
public event AfterEventHandler? AfterGamingItem;
public event SucceedEventHandler? SucceedGamingItem;
public event FailedEventHandler? FailedGamingItem;
public event GamingEventHandler? GamingItem;
public void OnBeforeGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingMagicEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingMagic;
public event AfterEventHandler? AfterGamingMagic;
public event SucceedEventHandler? SucceedGamingMagic;
public event FailedEventHandler? FailedGamingMagic;
public event GamingEventHandler? GamingMagic;
public void OnBeforeGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingBuyEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingBuy;
public event AfterEventHandler? AfterGamingBuy;
public event SucceedEventHandler? SucceedGamingBuy;
public event FailedEventHandler? FailedGamingBuy;
public event GamingEventHandler? GamingBuy;
public void OnBeforeGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingSuperSkillEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingSuperSkill;
public event AfterEventHandler? AfterGamingSuperSkill;
public event SucceedEventHandler? SucceedGamingSuperSkill;
public event FailedEventHandler? FailedGamingSuperSkill;
public event GamingEventHandler? GamingSuperSkill;
public void OnBeforeGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingPauseEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingPause;
public event AfterEventHandler? AfterGamingPause;
public event SucceedEventHandler? SucceedGamingPause;
public event FailedEventHandler? FailedGamingPause;
public event GamingEventHandler? GamingPause;
public void OnBeforeGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingUnpauseEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingUnpause;
public event AfterEventHandler? AfterGamingUnpause;
public event SucceedEventHandler? SucceedGamingUnpause;
public event FailedEventHandler? FailedGamingUnpause;
public event GamingEventHandler? GamingUnpause;
public void OnBeforeGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingSurrenderEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingSurrender;
public event AfterEventHandler? AfterGamingSurrender;
public event SucceedEventHandler? SucceedGamingSurrender;
public event FailedEventHandler? FailedGamingSurrender;
public event GamingEventHandler? GamingSurrender;
public void OnBeforeGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingUpdateInfoEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingUpdateInfo;
public event AfterEventHandler? AfterGamingUpdateInfo;
public event SucceedEventHandler? SucceedGamingUpdateInfo;
public event FailedEventHandler? FailedGamingUpdateInfo;
public event GamingEventHandler? GamingUpdateInfo;
public void OnBeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingPunishEventHandler : IGamingEventHandler
{
public event BeforeEventHandler? BeforeGamingPunish;
public event AfterEventHandler? AfterGamingPunish;
public event SucceedEventHandler? SucceedGamingPunish;
public event FailedEventHandler? FailedGamingPunish;
public event GamingEventHandler? GamingPunish;
public void OnBeforeGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnAfterGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnSucceedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnFailedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void OnGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
}
}

View File

@ -6,161 +6,101 @@ namespace Milimoe.FunGame.Core.Interface
{
public interface IGamingConnectEvent
{
public void BeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingDisconnectEvent
{
public void BeforeGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingReconnectEvent
{
public void BeforeGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingBanCharacterEvent
{
public void BeforeGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingPickCharacterEvent
{
public void BeforeGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingRandomEvent
{
public void BeforeGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingRoundEvent
{
public void BeforeGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingLevelUpEvent
{
public void BeforeGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingMoveEvent
{
public void BeforeGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingAttackEvent
{
public void BeforeGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingSkillEvent
{
public void BeforeGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingItemEvent
{
public void BeforeGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingMagicEvent
{
public void BeforeGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingBuyEvent
{
public void BeforeGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingSuperSkillEvent
{
public void BeforeGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingPauseEvent
{
public void BeforeGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingUnpauseEvent
{
public void BeforeGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingSurrenderEvent
{
public void BeforeGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingUpdateInfoEvent
{
public void BeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
}
public interface IGamingPunishEvent
{
public void BeforeGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void AfterGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void SucceedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void FailedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result);
public void GamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
}
}

View File

@ -1,4 +1,5 @@
using System.Collections;
using Milimoe.FunGame.Core.Api.Transmittal;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface;
@ -7,7 +8,6 @@ using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
// 此演示包含GameModule、GameModuleServer、GameMap
namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
{
/// <summary>
@ -18,17 +18,17 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
public static GameModuleDepend GameModuleDepend => _depends;
private static readonly string[] Maps = ["Example GameMap"];
private static readonly string[] Characters = [];
private static readonly string[] Items = [];
private static readonly string[] Skills = [];
private static readonly GameModuleDepend _depends = new(Maps, Characters, Items, Skills);
private static readonly string[] Characters = ["Example CharacterModule"];
private static readonly string[] Skills = ["Example SkillModule"];
private static readonly string[] Items = ["Example ItemModule"];
private static readonly GameModuleDepend _depends = new(Maps, Characters, Skills, Items);
}
/// <summary>
/// 模组:必须继承基类:<see cref="GameModule"/><para/>
/// 继承事件接口并实现其方法来使模组生效。例如继承:<seealso cref="IGamingConnectEvent"/><para/>
/// 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/>
/// </summary>
public class ExampleGameModule : GameModule, IGamingConnectEvent
public class ExampleGameModule : GameModule, IGamingUpdateInfoEvent
{
public override string Name => "FunGame Example GameModule";
@ -38,7 +38,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
public override string Author => "FunGamer";
public override string DefaultMap => GameModuleDepend.Maps.Length > 0 ? GameModuleDepend.Maps[0] : "";
public override string DefaultMap => GameModuleDepend.MapsDepend.Length > 0 ? GameModuleDepend.MapsDepend[0] : "";
public override GameModuleDepend GameModuleDepend => ExampleGameModuleConstant.GameModuleDepend;
@ -66,37 +66,28 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
// 如果没有,则不需要重写此方法
}
public void BeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void GamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
{
// 此方法预处理攻击消息
// 如果这里将Cancel设置为true那么这个方法结束后后续的事件就会终止
e.Cancel = true;
}
public void AfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
}
public void SucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
}
public void FailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
_ = DiscountGameModuleServer();
}
public async Task DiscountGameModuleServer()
{
// 这是一个主动请求服务器的示例:
Api.Transmittal.DataRequest request = Controller.NewDataRequest(DataRequestType.Gaming);
request.AddRequestData("type", GamingType.Disconnect);
if (await request.SendRequestAsync() == RequestResult.Success)
// 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。
if (data.ContainsKey("info_type"))
{
string msg = request.GetResult<string>("msg") ?? string.Empty;
Controller.WriteLine(msg);
// 反序列化得到指定key的值
string info_type = DataRequest.GetHashtableJsonObject<string>(data, "info_type") ?? "";
if (info_type == "check")
{
Guid token = DataRequest.GetHashtableJsonObject<Guid>(data, "connect_token");
// 发起连接确认请求
DataRequest request = Controller.NewDataRequest(GamingType.Connect);
// 传递参数
request.AddRequestData("username", ((Gaming)sender).CurrentUser.Username);
request.AddRequestData("connect_token", token);
if (request.SendRequest() == RequestResult.Success)
{
string msg = request.GetResult<string>("msg") ?? "";
Controller.WriteLine(msg);
}
request.Dispose();
}
}
}
}
@ -115,41 +106,61 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
public override string Author => "FunGamer";
public override string DefaultMap => GameModuleDepend.Maps.Length > 0 ? GameModuleDepend.Maps.First() : "";
public override string DefaultMap => GameModuleDepend.MapsDepend.Length > 0 ? GameModuleDepend.MapsDepend.First() : "";
public override GameModuleDepend GameModuleDepend => ExampleGameModuleConstant.GameModuleDepend;
protected Room Room = General.HallInstance;
protected List<User> Users = [];
protected IServerModel? RoomMaster;
protected Dictionary<string, IServerModel> Others = [];
protected Dictionary<string, IServerModel> All = [];
public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> OthersServerModel, params object[] Args)
public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
{
// 将参数转为本地属性
this.Room = Room;
this.Users = Users;
RoomMaster = RoomMasterServerModel;
Others = OthersServerModel;
if (RoomMaster != null)
{
// 这里获得了每名玩家的服务线程,保存为一个字典
All = OthersServerModel.ToDictionary(k => k.Key, v => v.Value);
All.Add(RoomMaster.User.Username, RoomMaster);
}
All = ServerModels;
// 创建一个线程执行Test()
TaskUtility.NewTask(Test).OnError(Controller.Error);
return true;
}
private readonly List<User> ConnectedUser = [];
private readonly Dictionary<string, Hashtable> UserData = [];
private async Task Test()
{
// 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
Controller.WriteLine("欢迎各位玩家进入房间 " + Room.Roomid + " 。");
SendAll(SocketMessageType.Gaming, GamingType.Connect);
// 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
// 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
// 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
// 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
// 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
Hashtable data = [];
data.Add("info_type", "check");
// 进阶示例传递一个token让客户端返回
Guid token = Guid.NewGuid();
data.Add("connect_token", token);
// 我们保存到字典UserData中这样可以方便跨方法检查变量
foreach (string username in Users.Select(u => u.Username).Distinct())
{
if (UserData.TryGetValue(username, out Hashtable? value))
{
value.Add("connect_token", token);
}
else
{
UserData.Add(username, []);
UserData[username].Add("connect_token", token);
}
}
SendAllGamingMessage(GamingType.UpdateInfo, data);
// 新建一个线程等待所有玩家确认
while (true)
{
@ -168,15 +179,46 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
{
case GamingType.Connect:
// 编写处理“连接”命令的逻辑
ConnectedUser.Add(Users.Where(u => u.Username == username).First());
Controller.WriteLine(username + "已经连接。");
// 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
string un = NetworkUtility.JsonDeserializeFromHashtable<string>(data, "username") ?? "";
Guid token = NetworkUtility.JsonDeserializeFromHashtable<Guid>(data, "connect_token");
if (un == username && UserData.TryGetValue(username, out Hashtable? value) && value != null && (value["connect_token"]?.Equals(token) ?? false))
{
ConnectedUser.Add(Users.Where(u => u.Username == username).First());
Controller.WriteLine(username + " 已经连接。");
}
else Controller.WriteLine(username + " 确认连接失败!");
break;
}
return result;
}
private void SendAll(SocketMessageType type, params object[] args)
// === 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 === //
protected void SendAllGamingMessage(GamingType type, Hashtable data)
{
// 循环服务线程,向所有玩家发送局内消息
foreach (IServerModel s in All.Values)
{
if (s != null && s.Socket != null)
{
s.Send(s.Socket, SocketMessageType.Gaming, type, data);
}
}
}
protected void SendGamingMessage(string username, GamingType type, Hashtable data)
{
// 向指定玩家发送局内消息
IServerModel s = All[username];
if (s != null && s.Socket != null)
{
s.Send(s.Socket, SocketMessageType.Gaming, type, data);
}
}
protected void SendAll(SocketMessageType type, params object[] args)
{
// 循环服务线程,向所有玩家发送消息
foreach (IServerModel s in All.Values)
@ -187,6 +229,16 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
}
}
}
protected void Send(string username, SocketMessageType type, params object[] args)
{
// 向指定玩家发送消息
IServerModel s = All[username];
if (s != null && s.Socket != null)
{
s.Send(s.Socket, type, args);
}
}
}
/// <summary>
@ -208,4 +260,94 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
public override float Size => 4.0f;
}
/// <summary>
/// 角色:必须继承基类:<see cref="CharacterModule"/><para/>
/// </summary>
public class ExampleCharacterModule : CharacterModule
{
public override string Name => "Example CharacterModule";
public override string Description => "My First CharacterModule";
public override string Version => "1.0.0";
public override string Author => "FunGamer";
public override List<Character> Characters
{
get
{
List<Character> list = [];
// 构建一个你想要的角色
Character c = Factory.GetCharacter();
c.Name = "Oshima";
c.FirstName = "Shiya";
c.NickName = "OSM";
c.MagicType = MagicType.PurityNatural;
c.BaseHP = 30;
c.BaseSTR = 20;
c.BaseAGI = 10;
c.BaseINT = 5;
c.BaseATK = 100;
c.BaseDEF = 10;
list.Add(c);
return list;
}
}
}
/// <summary>
/// 技能:必须继承基类:<see cref="SkillModule"/><para/>
/// </summary>
public class ExampleSkillModule : SkillModule
{
public override string Name => "Example SkillModule";
public override string Description => "My First SkillModule";
public override string Version => "1.0.0";
public override string Author => "FunGamer";
public override List<Skill> Skills
{
get
{
List<Skill> list = [];
Skill s = Factory.GetSkill();
s.Name = "Example Skill";
s.MagicType = MagicType.PurityNatural;
list.Add(s);
return list;
}
}
}
/// <summary>
/// 物品:必须继承基类:<see cref="ItemModule"/><para/>
/// </summary>
public class ExampleItemModule : ItemModule
{
public override string Name => "Example ItemModule";
public override string Description => "My First ItemModule";
public override string Version => "1.0.0";
public override string Author => "FunGamer";
public override List<Item> Items
{
get
{
List<Item> list = [];
Item i = Factory.GetItem();
i.Name = "Example Item";
i.Price = 20;
list.Add(i);
return list;
}
}
}
}

View File

@ -160,663 +160,243 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
if (this is IGamingConnectEvent)
{
IGamingConnectEvent bind = (IGamingConnectEvent)this;
BeforeGamingConnect += bind.BeforeGamingConnectEvent;
AfterGamingConnect += bind.AfterGamingConnectEvent;
SucceedGamingConnect += bind.SucceedGamingConnectEvent;
FailedGamingConnect += bind.FailedGamingConnectEvent;
GamingConnect += bind.GamingConnectEvent;
}
if (this is IGamingDisconnectEvent)
{
IGamingDisconnectEvent bind = (IGamingDisconnectEvent)this;
BeforeGamingDisconnect += bind.BeforeGamingDisconnectEvent;
AfterGamingDisconnect += bind.AfterGamingDisconnectEvent;
SucceedGamingDisconnect += bind.SucceedGamingDisconnectEvent;
FailedGamingDisconnect += bind.FailedGamingDisconnectEvent;
GamingDisconnect += bind.GamingDisconnectEvent;
}
if (this is IGamingReconnectEvent)
{
IGamingReconnectEvent bind = (IGamingReconnectEvent)this;
BeforeGamingReconnect += bind.BeforeGamingReconnectEvent;
AfterGamingReconnect += bind.AfterGamingReconnectEvent;
SucceedGamingReconnect += bind.SucceedGamingReconnectEvent;
FailedGamingReconnect += bind.FailedGamingReconnectEvent;
GamingReconnect += bind.GamingReconnectEvent;
}
if (this is IGamingBanCharacterEvent)
{
IGamingBanCharacterEvent bind = (IGamingBanCharacterEvent)this;
BeforeGamingBanCharacter += bind.BeforeGamingBanCharacterEvent;
AfterGamingBanCharacter += bind.AfterGamingBanCharacterEvent;
SucceedGamingBanCharacter += bind.SucceedGamingBanCharacterEvent;
FailedGamingBanCharacter += bind.FailedGamingBanCharacterEvent;
GamingBanCharacter += bind.GamingBanCharacterEvent;
}
if (this is IGamingPickCharacterEvent)
{
IGamingPickCharacterEvent bind = (IGamingPickCharacterEvent)this;
BeforeGamingPickCharacter += bind.BeforeGamingPickCharacterEvent;
AfterGamingPickCharacter += bind.AfterGamingPickCharacterEvent;
SucceedGamingPickCharacter += bind.SucceedGamingPickCharacterEvent;
FailedGamingPickCharacter += bind.FailedGamingPickCharacterEvent;
GamingPickCharacter += bind.GamingPickCharacterEvent;
}
if (this is IGamingRandomEvent)
{
IGamingRandomEvent bind = (IGamingRandomEvent)this;
BeforeGamingRandom += bind.BeforeGamingRandomEvent;
AfterGamingRandom += bind.AfterGamingRandomEvent;
SucceedGamingRandom += bind.SucceedGamingRandomEvent;
FailedGamingRandom += bind.FailedGamingRandomEvent;
GamingRandom += bind.GamingRandomEvent;
}
if (this is IGamingRoundEvent)
{
IGamingRoundEvent bind = (IGamingRoundEvent)this;
BeforeGamingRound += bind.BeforeGamingRoundEvent;
AfterGamingRound += bind.AfterGamingRoundEvent;
SucceedGamingRound += bind.SucceedGamingRoundEvent;
FailedGamingRound += bind.FailedGamingRoundEvent;
GamingRound += bind.GamingRoundEvent;
}
if (this is IGamingLevelUpEvent)
{
IGamingLevelUpEvent bind = (IGamingLevelUpEvent)this;
BeforeGamingLevelUp += bind.BeforeGamingLevelUpEvent;
AfterGamingLevelUp += bind.AfterGamingLevelUpEvent;
SucceedGamingLevelUp += bind.SucceedGamingLevelUpEvent;
FailedGamingLevelUp += bind.FailedGamingLevelUpEvent;
GamingLevelUp += bind.GamingLevelUpEvent;
}
if (this is IGamingMoveEvent)
{
IGamingMoveEvent bind = (IGamingMoveEvent)this;
BeforeGamingMove += bind.BeforeGamingMoveEvent;
AfterGamingMove += bind.AfterGamingMoveEvent;
SucceedGamingMove += bind.SucceedGamingMoveEvent;
FailedGamingMove += bind.FailedGamingMoveEvent;
GamingMove += bind.GamingMoveEvent;
}
if (this is IGamingAttackEvent)
{
IGamingAttackEvent bind = (IGamingAttackEvent)this;
BeforeGamingAttack += bind.BeforeGamingAttackEvent;
AfterGamingAttack += bind.AfterGamingAttackEvent;
SucceedGamingAttack += bind.SucceedGamingAttackEvent;
FailedGamingAttack += bind.FailedGamingAttackEvent;
GamingAttack += bind.GamingAttackEvent;
}
if (this is IGamingSkillEvent)
{
IGamingSkillEvent bind = (IGamingSkillEvent)this;
BeforeGamingSkill += bind.BeforeGamingSkillEvent;
AfterGamingSkill += bind.AfterGamingSkillEvent;
SucceedGamingSkill += bind.SucceedGamingSkillEvent;
FailedGamingSkill += bind.FailedGamingSkillEvent;
GamingSkill += bind.GamingSkillEvent;
}
if (this is IGamingItemEvent)
{
IGamingItemEvent bind = (IGamingItemEvent)this;
BeforeGamingItem += bind.BeforeGamingItemEvent;
AfterGamingItem += bind.AfterGamingItemEvent;
SucceedGamingItem += bind.SucceedGamingItemEvent;
FailedGamingItem += bind.FailedGamingItemEvent;
GamingItem += bind.GamingItemEvent;
}
if (this is IGamingMagicEvent)
{
IGamingMagicEvent bind = (IGamingMagicEvent)this;
BeforeGamingMagic += bind.BeforeGamingMagicEvent;
AfterGamingMagic += bind.AfterGamingMagicEvent;
SucceedGamingMagic += bind.SucceedGamingMagicEvent;
FailedGamingMagic += bind.FailedGamingMagicEvent;
GamingMagic += bind.GamingMagicEvent;
}
if (this is IGamingBuyEvent)
{
IGamingBuyEvent bind = (IGamingBuyEvent)this;
BeforeGamingBuy += bind.BeforeGamingBuyEvent;
AfterGamingBuy += bind.AfterGamingBuyEvent;
SucceedGamingBuy += bind.SucceedGamingBuyEvent;
FailedGamingBuy += bind.FailedGamingBuyEvent;
GamingBuy += bind.GamingBuyEvent;
}
if (this is IGamingSuperSkillEvent)
{
IGamingSuperSkillEvent bind = (IGamingSuperSkillEvent)this;
BeforeGamingSuperSkill += bind.BeforeGamingSuperSkillEvent;
AfterGamingSuperSkill += bind.AfterGamingSuperSkillEvent;
SucceedGamingSuperSkill += bind.SucceedGamingSuperSkillEvent;
FailedGamingSuperSkill += bind.FailedGamingSuperSkillEvent;
GamingSuperSkill += bind.GamingSuperSkillEvent;
}
if (this is IGamingPauseEvent)
{
IGamingPauseEvent bind = (IGamingPauseEvent)this;
BeforeGamingPause += bind.BeforeGamingPauseEvent;
AfterGamingPause += bind.AfterGamingPauseEvent;
SucceedGamingPause += bind.SucceedGamingPauseEvent;
FailedGamingPause += bind.FailedGamingPauseEvent;
GamingPause += bind.GamingPauseEvent;
}
if (this is IGamingUnpauseEvent)
{
IGamingUnpauseEvent bind = (IGamingUnpauseEvent)this;
BeforeGamingUnpause += bind.BeforeGamingUnpauseEvent;
AfterGamingUnpause += bind.AfterGamingUnpauseEvent;
SucceedGamingUnpause += bind.SucceedGamingUnpauseEvent;
FailedGamingUnpause += bind.FailedGamingUnpauseEvent;
GamingUnpause += bind.GamingUnpauseEvent;
}
if (this is IGamingSurrenderEvent)
{
IGamingSurrenderEvent bind = (IGamingSurrenderEvent)this;
BeforeGamingSurrender += bind.BeforeGamingSurrenderEvent;
AfterGamingSurrender += bind.AfterGamingSurrenderEvent;
SucceedGamingSurrender += bind.SucceedGamingSurrenderEvent;
FailedGamingSurrender += bind.FailedGamingSurrenderEvent;
GamingSurrender += bind.GamingSurrenderEvent;
}
if (this is IGamingUpdateInfoEvent)
{
IGamingUpdateInfoEvent bind = (IGamingUpdateInfoEvent)this;
BeforeGamingUpdateInfo += bind.BeforeGamingUpdateInfoEvent;
AfterGamingUpdateInfo += bind.AfterGamingUpdateInfoEvent;
SucceedGamingUpdateInfo += bind.SucceedGamingUpdateInfoEvent;
FailedGamingUpdateInfo += bind.FailedGamingUpdateInfoEvent;
GamingUpdateInfo += bind.GamingUpdateInfoEvent;
}
if (this is IGamingPunishEvent)
{
IGamingPunishEvent bind = (IGamingPunishEvent)this;
BeforeGamingPunish += bind.BeforeGamingPunishEvent;
AfterGamingPunish += bind.AfterGamingPunishEvent;
SucceedGamingPunish += bind.SucceedGamingPunishEvent;
FailedGamingPunish += bind.FailedGamingPunishEvent;
GamingPunish += bind.GamingPunishEvent;
}
}
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingConnect;
public event IGamingEventHandler.AfterEventHandler? AfterGamingConnect;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingConnect;
public event IGamingEventHandler.FailedEventHandler? FailedGamingConnect;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingDisconnect;
public event IGamingEventHandler.AfterEventHandler? AfterGamingDisconnect;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingDisconnect;
public event IGamingEventHandler.FailedEventHandler? FailedGamingDisconnect;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingReconnect;
public event IGamingEventHandler.AfterEventHandler? AfterGamingReconnect;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingReconnect;
public event IGamingEventHandler.FailedEventHandler? FailedGamingReconnect;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingBanCharacter;
public event IGamingEventHandler.AfterEventHandler? AfterGamingBanCharacter;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingBanCharacter;
public event IGamingEventHandler.FailedEventHandler? FailedGamingBanCharacter;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingPickCharacter;
public event IGamingEventHandler.AfterEventHandler? AfterGamingPickCharacter;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingPickCharacter;
public event IGamingEventHandler.FailedEventHandler? FailedGamingPickCharacter;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingRandom;
public event IGamingEventHandler.AfterEventHandler? AfterGamingRandom;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingRandom;
public event IGamingEventHandler.FailedEventHandler? FailedGamingRandom;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingRound;
public event IGamingEventHandler.AfterEventHandler? AfterGamingRound;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingRound;
public event IGamingEventHandler.FailedEventHandler? FailedGamingRound;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingLevelUp;
public event IGamingEventHandler.AfterEventHandler? AfterGamingLevelUp;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingLevelUp;
public event IGamingEventHandler.FailedEventHandler? FailedGamingLevelUp;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingMove;
public event IGamingEventHandler.AfterEventHandler? AfterGamingMove;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingMove;
public event IGamingEventHandler.FailedEventHandler? FailedGamingMove;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingAttack;
public event IGamingEventHandler.AfterEventHandler? AfterGamingAttack;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingAttack;
public event IGamingEventHandler.FailedEventHandler? FailedGamingAttack;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingSkill;
public event IGamingEventHandler.AfterEventHandler? AfterGamingSkill;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingSkill;
public event IGamingEventHandler.FailedEventHandler? FailedGamingSkill;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingItem;
public event IGamingEventHandler.AfterEventHandler? AfterGamingItem;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingItem;
public event IGamingEventHandler.FailedEventHandler? FailedGamingItem;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingMagic;
public event IGamingEventHandler.AfterEventHandler? AfterGamingMagic;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingMagic;
public event IGamingEventHandler.FailedEventHandler? FailedGamingMagic;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingBuy;
public event IGamingEventHandler.AfterEventHandler? AfterGamingBuy;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingBuy;
public event IGamingEventHandler.FailedEventHandler? FailedGamingBuy;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingSuperSkill;
public event IGamingEventHandler.AfterEventHandler? AfterGamingSuperSkill;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingSuperSkill;
public event IGamingEventHandler.FailedEventHandler? FailedGamingSuperSkill;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingPause;
public event IGamingEventHandler.AfterEventHandler? AfterGamingPause;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingPause;
public event IGamingEventHandler.FailedEventHandler? FailedGamingPause;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingUnpause;
public event IGamingEventHandler.AfterEventHandler? AfterGamingUnpause;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingUnpause;
public event IGamingEventHandler.FailedEventHandler? FailedGamingUnpause;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingSurrender;
public event IGamingEventHandler.AfterEventHandler? AfterGamingSurrender;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingSurrender;
public event IGamingEventHandler.FailedEventHandler? FailedGamingSurrender;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingUpdateInfo;
public event IGamingEventHandler.AfterEventHandler? AfterGamingUpdateInfo;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingUpdateInfo;
public event IGamingEventHandler.FailedEventHandler? FailedGamingUpdateInfo;
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingPunish;
public event IGamingEventHandler.AfterEventHandler? AfterGamingPunish;
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingPunish;
public event IGamingEventHandler.FailedEventHandler? FailedGamingPunish;
public event IGamingEventHandler.GamingEventHandler? GamingConnect;
public event IGamingEventHandler.GamingEventHandler? GamingDisconnect;
public event IGamingEventHandler.GamingEventHandler? GamingReconnect;
public event IGamingEventHandler.GamingEventHandler? GamingBanCharacter;
public event IGamingEventHandler.GamingEventHandler? GamingPickCharacter;
public event IGamingEventHandler.GamingEventHandler? GamingRandom;
public event IGamingEventHandler.GamingEventHandler? GamingRound;
public event IGamingEventHandler.GamingEventHandler? GamingLevelUp;
public event IGamingEventHandler.GamingEventHandler? GamingMove;
public event IGamingEventHandler.GamingEventHandler? GamingAttack;
public event IGamingEventHandler.GamingEventHandler? GamingSkill;
public event IGamingEventHandler.GamingEventHandler? GamingItem;
public event IGamingEventHandler.GamingEventHandler? GamingMagic;
public event IGamingEventHandler.GamingEventHandler? GamingBuy;
public event IGamingEventHandler.GamingEventHandler? GamingSuperSkill;
public event IGamingEventHandler.GamingEventHandler? GamingPause;
public event IGamingEventHandler.GamingEventHandler? GamingUnpause;
public event IGamingEventHandler.GamingEventHandler? GamingSurrender;
public event IGamingEventHandler.GamingEventHandler? GamingUpdateInfo;
public event IGamingEventHandler.GamingEventHandler? GamingPunish;
public void OnBeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data)
{
BeforeGamingConnect?.Invoke(sender, e, data, result);
GamingConnect?.Invoke(sender, e, data);
}
public void OnAfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data)
{
AfterGamingConnect?.Invoke(sender, e, data, result);
GamingDisconnect?.Invoke(sender, e, data);
}
public void OnSucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data)
{
SucceedGamingConnect?.Invoke(sender, e, data, result);
GamingReconnect?.Invoke(sender, e, data);
}
public void OnFailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
{
FailedGamingConnect?.Invoke(sender, e, data, result);
GamingBanCharacter?.Invoke(sender, e, data);
}
public void OnBeforeGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
{
BeforeGamingDisconnect?.Invoke(sender, e, data, result);
GamingPickCharacter?.Invoke(sender, e, data);
}
public void OnAfterGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data)
{
AfterGamingDisconnect?.Invoke(sender, e, data, result);
GamingRandom?.Invoke(sender, e, data);
}
public void OnSucceedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data)
{
SucceedGamingDisconnect?.Invoke(sender, e, data, result);
GamingRound?.Invoke(sender, e, data);
}
public void OnFailedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data)
{
FailedGamingDisconnect?.Invoke(sender, e, data, result);
GamingLevelUp?.Invoke(sender, e, data);
}
public void OnBeforeGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data)
{
BeforeGamingReconnect?.Invoke(sender, e, data, result);
GamingMove?.Invoke(sender, e, data);
}
public void OnAfterGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data)
{
AfterGamingReconnect?.Invoke(sender, e, data, result);
GamingAttack?.Invoke(sender, e, data);
}
public void OnSucceedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data)
{
SucceedGamingReconnect?.Invoke(sender, e, data, result);
GamingSkill?.Invoke(sender, e, data);
}
public void OnFailedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingItemEvent(object sender, GamingEventArgs e, Hashtable data)
{
FailedGamingReconnect?.Invoke(sender, e, data, result);
GamingItem?.Invoke(sender, e, data);
}
public void OnBeforeGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data)
{
BeforeGamingBanCharacter?.Invoke(sender, e, data, result);
GamingMagic?.Invoke(sender, e, data);
}
public void OnAfterGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data)
{
AfterGamingBanCharacter?.Invoke(sender, e, data, result);
GamingBuy?.Invoke(sender, e, data);
}
public void OnSucceedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data)
{
SucceedGamingBanCharacter?.Invoke(sender, e, data, result);
GamingSuperSkill?.Invoke(sender, e, data);
}
public void OnFailedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data)
{
FailedGamingBanCharacter?.Invoke(sender, e, data, result);
GamingPause?.Invoke(sender, e, data);
}
public void OnBeforeGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data)
{
BeforeGamingPickCharacter?.Invoke(sender, e, data, result);
GamingUnpause?.Invoke(sender, e, data);
}
public void OnAfterGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data)
{
AfterGamingPickCharacter?.Invoke(sender, e, data, result);
GamingSurrender?.Invoke(sender, e, data);
}
public void OnSucceedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
{
SucceedGamingPickCharacter?.Invoke(sender, e, data, result);
GamingUpdateInfo?.Invoke(sender, e, data);
}
public void OnFailedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
public void OnGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data)
{
FailedGamingPickCharacter?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingRandom?.Invoke(sender, e, data, result);
}
public void OnAfterGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingRandom?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingRandom?.Invoke(sender, e, data, result);
}
public void OnFailedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingRandom?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingRound?.Invoke(sender, e, data, result);
}
public void OnAfterGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingRound?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingRound?.Invoke(sender, e, data, result);
}
public void OnFailedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingRound?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingLevelUp?.Invoke(sender, e, data, result);
}
public void OnAfterGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingLevelUp?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingLevelUp?.Invoke(sender, e, data, result);
}
public void OnFailedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingLevelUp?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingMove?.Invoke(sender, e, data, result);
}
public void OnAfterGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingMove?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingMove?.Invoke(sender, e, data, result);
}
public void OnFailedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingMove?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingAttack?.Invoke(sender, e, data, result);
}
public void OnAfterGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingAttack?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingAttack?.Invoke(sender, e, data, result);
}
public void OnFailedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingAttack?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingSkill?.Invoke(sender, e, data, result);
}
public void OnAfterGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingSkill?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingSkill?.Invoke(sender, e, data, result);
}
public void OnFailedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingSkill?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingItem?.Invoke(sender, e, data, result);
}
public void OnAfterGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingItem?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingItem?.Invoke(sender, e, data, result);
}
public void OnFailedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingItem?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingMagic?.Invoke(sender, e, data, result);
}
public void OnAfterGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingMagic?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingMagic?.Invoke(sender, e, data, result);
}
public void OnFailedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingMagic?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingBuy?.Invoke(sender, e, data, result);
}
public void OnAfterGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingBuy?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingBuy?.Invoke(sender, e, data, result);
}
public void OnFailedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingBuy?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingSuperSkill?.Invoke(sender, e, data, result);
}
public void OnAfterGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingSuperSkill?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingSuperSkill?.Invoke(sender, e, data, result);
}
public void OnFailedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingSuperSkill?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingPause?.Invoke(sender, e, data, result);
}
public void OnAfterGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingPause?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingPause?.Invoke(sender, e, data, result);
}
public void OnFailedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingPause?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingUnpause?.Invoke(sender, e, data, result);
}
public void OnAfterGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingUnpause?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingUnpause?.Invoke(sender, e, data, result);
}
public void OnFailedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingUnpause?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingSurrender?.Invoke(sender, e, data, result);
}
public void OnAfterGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingSurrender?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingSurrender?.Invoke(sender, e, data, result);
}
public void OnFailedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingSurrender?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingUpdateInfo?.Invoke(sender, e, data, result);
}
public void OnAfterGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingUpdateInfo?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingUpdateInfo?.Invoke(sender, e, data, result);
}
public void OnFailedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingUpdateInfo?.Invoke(sender, e, data, result);
}
public void OnBeforeGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
BeforeGamingPunish?.Invoke(sender, e, data, result);
}
public void OnAfterGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
AfterGamingPunish?.Invoke(sender, e, data, result);
}
public void OnSucceedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
SucceedGamingPunish?.Invoke(sender, e, data, result);
}
public void OnFailedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data, Hashtable result)
{
FailedGamingPunish?.Invoke(sender, e, data, result);
GamingPunish?.Invoke(sender, e, data);
}
}
}

View File

@ -1,28 +1,84 @@
namespace Milimoe.FunGame.Core.Library.Common.Addon
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
namespace Milimoe.FunGame.Core.Library.Common.Addon
{
/// <summary>
/// 模组的依赖集合
/// 模组的依赖集合<para/>
/// <paramref name="maps"></paramref>(地图名称(<see cref="GameMap.Name"/>)的数组)<para/>
/// <paramref name="characters"></paramref>(角色模组名称(<see cref="CharacterModule.Name"/>)的数组)<para/>
/// <paramref name="skills"></paramref>(技能模组名称(<see cref="SkillModule.Name"/>)的数组)<para/>
/// <paramref name="items"></paramref>(物品模组名称(<see cref="ItemModule.Name"/>)的数组)
/// </summary>
public readonly struct GameModuleDepend(string[] Maps, string[] Characters, string[] Items, string[] Skills)
public readonly struct GameModuleDepend(string[] maps, string[] characters, string[] skills, string[] items)
{
/// <summary>
/// 模组所使用的地图组
/// </summary>
public string[] Maps { get; } = Maps;
public string[] MapsDepend { get; } = maps;
/// <summary>
/// 模组所使用的角色组
/// </summary>
public string[] Characters { get; } = Characters;
/// <summary>
/// 模组所使用的物品组
/// </summary>
public string[] Items { get; } = Items;
public string[] CharactersDepend { get; } = characters;
/// <summary>
/// 模组所使用的技能组
/// </summary>
public string[] Skills { get; } = Skills;
public string[] SkillsDepend { get; } = skills;
/// <summary>
/// 模组所使用的物品组
/// </summary>
public string[] ItemsDepend { get; } = items;
/// <summary>
/// 实际使用的地图组对象<para/>
/// 请使用 <see cref="GetDependencies"/> 自动填充,不要自己添加
/// </summary>
public List<GameMap> Maps { get; } = [];
/// <summary>
/// 实际使用的角色组对象<para/>
/// 请使用 <see cref="GetDependencies"/> 自动填充,不要自己添加
/// </summary>
public List<Character> Characters { get; } = [];
/// <summary>
/// 实际使用的技能组对象<para/>
/// 请使用 <see cref="GetDependencies"/> 自动填充,不要自己添加
/// </summary>
public List<Skill> Skills { get; } = [];
/// <summary>
/// 实际使用的物品组对象<para/>
/// 请使用 <see cref="GetDependencies"/> 自动填充,不要自己添加
/// </summary>
public List<Item> Items { get; } = [];
/// <summary>
/// 获得所有的依赖项<para/>
/// 此方法会自动填充 <see cref="Maps"/> <see cref="Characters"/> <see cref="Skills"/> <see cref="Items"/>
/// </summary>
public void GetDependencies(GameModuleLoader loader)
{
Maps.Clear();
Characters.Clear();
Skills.Clear();
Items.Clear();
Maps.AddRange(loader.Maps.Keys.Where(MapsDepend.Contains).Select(str => loader.Maps[str]));
foreach (CharacterModule modules in loader.Characters.Keys.Where(CharactersDepend.Contains).Select(str => loader.Characters[str]))
{
Characters.AddRange(modules.Characters);
}
foreach (SkillModule modules in loader.Skills.Keys.Where(SkillsDepend.Contains).Select(str => loader.Skills[str]))
{
Skills.AddRange(modules.Skills);
}
foreach (ItemModule modules in loader.Items.Keys.Where(ItemsDepend.Contains).Select(str => loader.Items[str]))
{
Items.AddRange(modules.Items);
}
}
}
}

View File

@ -60,10 +60,10 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// <param name="Room"></param>
/// <param name="Users"></param>
/// <param name="RoomMasterServerModel"></param>
/// <param name="OthersServerModel"></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> OthersServerModel, params object[] Args);
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

View File

@ -54,15 +54,15 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
return SocketResult.NotSent;
}
public void BindEvent(Delegate Method, bool Remove = false)
public void BindEvent(Delegate method, bool remove = false)
{
if (!Remove)
if (!remove)
{
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)Method;
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)method;
}
else
{
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)Method;
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)method;
}
}

View File

@ -86,6 +86,18 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
return new(SocketMessageType.Unknown, Guid.Empty);
}
public void BindEvent(Delegate method, bool remove = false)
{
if (!remove)
{
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)method;
}
else
{
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)method;
}
}
public void Close()
{
_Listening = false;

View File

@ -65,15 +65,15 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
}
}
public void BindEvent(Delegate Method, bool Remove = false)
public void BindEvent(Delegate method, bool remove = false)
{
if (!Remove)
if (!remove)
{
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)Method;
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)method;
}
else
{
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)Method;
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)method;
}
}

View File

@ -160,8 +160,13 @@
public override string Message => "构造对象实例遇到错误 (#10032)";
}
public class ModuleServerNewDataRequestException : Exception
public class InvalidNewDataRequestException : Exception
{
public override string Message => "试图在GameModuleServer类中创建数据请求 (#10033)";
public override string Message => "试图在不支持的类中创建数据请求 (#10033)";
}
public class AsyncRequestException : Exception
{
public override string Message => "数据请求必须以异步方式发送 (#10034)";
}
}

View File

@ -23,10 +23,16 @@ namespace Milimoe.FunGame.Core.Model
/// </summary>
public GamingEventArgs EventArgs { get; }
private Gaming(GameModule module, Room room, List<User> users)
/// <summary>
/// 此实例所属的玩家
/// </summary>
public User CurrentUser { get; }
private Gaming(GameModule module, Room room, User user, List<User> users)
{
GameModule = module;
EventArgs = new(room, users);
CurrentUser = user;
}
/// <summary>
@ -34,12 +40,16 @@ namespace Milimoe.FunGame.Core.Model
/// </summary>
/// <param name="module"></param>
/// <param name="room"></param>
/// <param name="user"></param>
/// <param name="users"></param>
/// <param name="loader"></param>
/// <param name="args"></param>
/// <returns></returns>
public static Gaming StartGame(GameModule module, Room room, List<User> users, params object[] args)
public static Gaming StartGame(GameModule module, Room room, User user, List<User> users, GameModuleLoader loader, params object[] args)
{
Gaming instance = new(module, room, users);
Gaming instance = new(module, room, user, users);
// 读取模组的依赖集合
module.GameModuleDepend.GetDependencies(loader);
// 新建线程来启动模组的界面
TaskUtility.NewTask(() =>
{
@ -57,437 +67,174 @@ namespace Milimoe.FunGame.Core.Model
/// </summary>
/// <param name="type">消息类型</param>
/// <param name="data">接收到的数据</param>
/// <returns>底层会将哈希表中的数据发送给服务器</returns>
public Hashtable GamingHandler(GamingType type, Hashtable data)
public void GamingHandler(GamingType type, Hashtable data)
{
Hashtable result = [];
switch (type)
{
case GamingType.Connect:
Connect(data, result);
Connect(data);
break;
case GamingType.Disconnect:
Disconnect(data, result);
Disconnect(data);
break;
case GamingType.Reconnect:
Reconnect(data, result);
Reconnect(data);
break;
case GamingType.BanCharacter:
BanCharacter(data, result);
BanCharacter(data);
break;
case GamingType.PickCharacter:
PickCharacter(data, result);
PickCharacter(data);
break;
case GamingType.Random:
Random(data, result);
Random(data);
break;
case GamingType.Round:
Round(data, result);
Round(data);
break;
case GamingType.LevelUp:
LevelUp(data, result);
LevelUp(data);
break;
case GamingType.Move:
Move(data, result);
Move(data);
break;
case GamingType.Attack:
Attack(data, result);
Attack(data);
break;
case GamingType.Skill:
Skill(data, result);
Skill(data);
break;
case GamingType.Item:
Item(data, result);
Item(data);
break;
case GamingType.Magic:
Magic(data, result);
Magic(data);
break;
case GamingType.Buy:
Buy(data, result);
Buy(data);
break;
case GamingType.SuperSkill:
SuperSkill(data, result);
SuperSkill(data);
break;
case GamingType.Pause:
Pause(data, result);
Pause(data);
break;
case GamingType.Unpause:
Unpause(data, result);
Unpause(data);
break;
case GamingType.Surrender:
Surrender(data, result);
Surrender(data);
break;
case GamingType.UpdateInfo:
UpdateInfo(data, result);
UpdateInfo(data);
break;
case GamingType.Punish:
Punish(data, result);
Punish(data);
break;
case GamingType.None:
default:
break;
}
return result;
}
private void Connect(Hashtable data, Hashtable result)
private void Connect(Hashtable data)
{
GameModule.OnBeforeGamingConnectEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingConnectEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingConnectEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingConnectEvent(this, EventArgs, data, result);
GameModule.OnGamingConnectEvent(this, EventArgs, data);
}
private void Disconnect(Hashtable data, Hashtable result)
private void Disconnect(Hashtable data)
{
GameModule.OnBeforeGamingDisconnectEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingDisconnectEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingDisconnectEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingDisconnectEvent(this, EventArgs, data, result);
GameModule.OnGamingDisconnectEvent(this, EventArgs, data);
}
private void Reconnect(Hashtable data, Hashtable result)
private void Reconnect(Hashtable data)
{
GameModule.OnBeforeGamingReconnectEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingReconnectEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingReconnectEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingReconnectEvent(this, EventArgs, data, result);
GameModule.OnGamingReconnectEvent(this, EventArgs, data);
}
private void BanCharacter(Hashtable data, Hashtable result)
private void BanCharacter(Hashtable data)
{
GameModule.OnBeforeGamingBanCharacterEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingBanCharacterEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingBanCharacterEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingBanCharacterEvent(this, EventArgs, data, result);
GameModule.OnGamingBanCharacterEvent(this, EventArgs, data);
}
private void PickCharacter(Hashtable data, Hashtable result)
private void PickCharacter(Hashtable data)
{
GameModule.OnBeforeGamingPickCharacterEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingPickCharacterEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingPickCharacterEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingPickCharacterEvent(this, EventArgs, data, result);
GameModule.OnGamingPickCharacterEvent(this, EventArgs, data);
}
private void Random(Hashtable data, Hashtable result)
private void Random(Hashtable data)
{
GameModule.OnBeforeGamingRandomEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingRandomEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingRandomEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingRandomEvent(this, EventArgs, data, result);
GameModule.OnGamingRandomEvent(this, EventArgs, data);
}
private void Round(Hashtable data, Hashtable result)
private void Round(Hashtable data)
{
GameModule.OnBeforeGamingRoundEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingRoundEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingRoundEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingRoundEvent(this, EventArgs, data, result);
GameModule.OnGamingRoundEvent(this, EventArgs, data);
}
private void LevelUp(Hashtable data, Hashtable result)
private void LevelUp(Hashtable data)
{
GameModule.OnBeforeGamingLevelUpEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingLevelUpEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingLevelUpEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingLevelUpEvent(this, EventArgs, data, result);
GameModule.OnGamingLevelUpEvent(this, EventArgs, data);
}
private void Move(Hashtable data, Hashtable result)
private void Move(Hashtable data)
{
GameModule.OnBeforeGamingMoveEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingMoveEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingMoveEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingMoveEvent(this, EventArgs, data, result);
GameModule.OnGamingMoveEvent(this, EventArgs, data);
}
private void Attack(Hashtable data, Hashtable result)
private void Attack(Hashtable data)
{
GameModule.OnBeforeGamingAttackEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingAttackEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingAttackEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingAttackEvent(this, EventArgs, data, result);
GameModule.OnGamingAttackEvent(this, EventArgs, data);
}
private void Skill(Hashtable data, Hashtable result)
private void Skill(Hashtable data)
{
GameModule.OnBeforeGamingSkillEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingSkillEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingSkillEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingSkillEvent(this, EventArgs, data, result);
GameModule.OnGamingSkillEvent(this, EventArgs, data);
}
private void Item(Hashtable data, Hashtable result)
private void Item(Hashtable data)
{
GameModule.OnBeforeGamingItemEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingItemEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingItemEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingItemEvent(this, EventArgs, data, result);
GameModule.OnGamingItemEvent(this, EventArgs, data);
}
private void Magic(Hashtable data, Hashtable result)
private void Magic(Hashtable data)
{
GameModule.OnBeforeGamingMagicEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingMagicEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingMagicEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingMagicEvent(this, EventArgs, data, result);
GameModule.OnGamingMagicEvent(this, EventArgs, data);
}
private void Buy(Hashtable data, Hashtable result)
private void Buy(Hashtable data)
{
GameModule.OnBeforeGamingBuyEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingBuyEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingBuyEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingBuyEvent(this, EventArgs, data, result);
GameModule.OnGamingBuyEvent(this, EventArgs, data);
}
private void SuperSkill(Hashtable data, Hashtable result)
private void SuperSkill(Hashtable data)
{
GameModule.OnBeforeGamingSuperSkillEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingSuperSkillEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingSuperSkillEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingSuperSkillEvent(this, EventArgs, data, result);
GameModule.OnGamingSuperSkillEvent(this, EventArgs, data);
}
private void Pause(Hashtable data, Hashtable result)
private void Pause(Hashtable data)
{
GameModule.OnBeforeGamingPauseEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingPauseEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingPauseEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingPauseEvent(this, EventArgs, data, result);
GameModule.OnGamingPauseEvent(this, EventArgs, data);
}
private void Unpause(Hashtable data, Hashtable result)
private void Unpause(Hashtable data)
{
GameModule.OnBeforeGamingUnpauseEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingUnpauseEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingUnpauseEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingUnpauseEvent(this, EventArgs, data, result);
GameModule.OnGamingUnpauseEvent(this, EventArgs, data);
}
private void Surrender(Hashtable data, Hashtable result)
private void Surrender(Hashtable data)
{
GameModule.OnBeforeGamingSurrenderEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingSurrenderEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingSurrenderEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingSurrenderEvent(this, EventArgs, data, result);
GameModule.OnGamingSurrenderEvent(this, EventArgs, data);
}
private void UpdateInfo(Hashtable data, Hashtable result)
private void UpdateInfo(Hashtable data)
{
GameModule.OnBeforeGamingUpdateInfoEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingUpdateInfoEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingUpdateInfoEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingUpdateInfoEvent(this, EventArgs, data, result);
GameModule.OnGamingUpdateInfoEvent(this, EventArgs, data);
}
private void Punish(Hashtable data, Hashtable result)
private void Punish(Hashtable data)
{
GameModule.OnBeforeGamingPunishEvent(this, EventArgs, data, result);
if (EventArgs.Cancel)
{
return;
}
if (!EventArgs.Cancel)
{
GameModule.OnSucceedGamingPunishEvent(this, EventArgs, data, result);
}
else
{
GameModule.OnFailedGamingPunishEvent(this, EventArgs, data, result);
}
GameModule.OnAfterGamingPunishEvent(this, EventArgs, data, result);
GameModule.OnGamingPunishEvent(this, EventArgs, data);
}
}
}

View File

@ -1,6 +1,6 @@
using System.Collections;
using System.Reflection;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
@ -26,15 +26,17 @@ namespace Milimoe.FunGame.Core.Service
// 加载目录下所有的DLL
Assembly assembly = Assembly.LoadFrom(dll);
// 遍历DLL中继承了Plugin的类型
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Plugin))))
{
Plugin? instance = (Plugin?)Activator.CreateInstance(type);
if (instance != null && instance.Load(otherobjs) && instance.Name.Trim() != "")
AddAddonInstances(type, plugins, (instance) =>
{
instance.Controller = new(instance, delegates);
plugins.TryAdd(instance.Name, instance);
}
if (instance.Load(otherobjs))
{
instance.Controller = new(instance, delegates);
return true;
}
return false;
});
}
}
@ -51,7 +53,7 @@ namespace Milimoe.FunGame.Core.Service
/// <param name="delegates"></param>
/// <param name="otherobjs"></param>
/// <returns></returns>
internal static Dictionary<string, GameModule> LoadGameModules(Dictionary<string, GameModule> modules, List<Character> characters, List<Skill> skills, List<Item> items, Hashtable delegates, params object[] otherobjs)
internal static Dictionary<string, GameModule> LoadGameModules(Dictionary<string, GameModule> modules, Dictionary<string, CharacterModule> characters, Dictionary<string, SkillModule> skills, Dictionary<string, ItemModule> items, Hashtable delegates, params object[] otherobjs)
{
if (!Directory.Exists(ReflectionSet.GameModuleFolderPath)) return modules;
@ -61,40 +63,31 @@ namespace Milimoe.FunGame.Core.Service
{
Assembly assembly = Assembly.LoadFrom(dll);
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(GameModule))))
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => typeof(IAddon).IsAssignableFrom(type)))
{
GameModule? instance = (GameModule?)Activator.CreateInstance(type);
if (instance != null && instance.Load(otherobjs) && instance.Name.Trim() != "")
if (type.IsSubclassOf(typeof(GameModule)))
{
instance.Controller = new(instance, delegates);
modules.TryAdd(instance.Name, instance);
AddAddonInstances(type, modules, (instance) =>
{
if (instance.Load(otherobjs))
{
instance.Controller = new(instance, delegates);
return true;
}
return false;
});
}
}
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Character))))
{
Character? instance = (Character?)Activator.CreateInstance(type);
if (instance != null && instance.Name.Trim() != "" && !characters.Contains(instance))
else if (type.IsSubclassOf(typeof(CharacterModule)))
{
characters.Add(instance);
AddAddonInstances(type, characters, (instance) => instance.Load(otherobjs));
}
}
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Skill))))
{
Skill? instance = (Skill?)Activator.CreateInstance(type);
if (instance != null && instance.Name.Trim() != "" && !skills.Contains(instance))
else if (type.IsSubclassOf(typeof(SkillModule)))
{
skills.Add(instance);
AddAddonInstances(type, skills, (instance) => instance.Load(otherobjs));
}
}
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Item))))
{
Item? instance = (Item?)Activator.CreateInstance(type);
if (instance != null && instance.Name.Trim() != "" && !items.Contains(instance))
else if (type.IsSubclassOf(typeof(ItemModule)))
{
items.Add(instance);
AddAddonInstances(type, items, (instance) => instance.Load(otherobjs));
}
}
}
@ -112,7 +105,7 @@ namespace Milimoe.FunGame.Core.Service
/// <param name="delegates"></param>
/// <param name="otherobjs"></param>
/// <returns></returns>
internal static Dictionary<string, GameModuleServer> LoadGameModulesForServer(Dictionary<string, GameModuleServer> modules, List<Character> characters, List<Skill> skills, List<Item> items, Hashtable delegates, params object[] otherobjs)
internal static Dictionary<string, GameModuleServer> LoadGameModulesForServer(Dictionary<string, GameModuleServer> modules, Dictionary<string, CharacterModule> characters, Dictionary<string, SkillModule> skills, Dictionary<string, ItemModule> items, Hashtable delegates, params object[] otherobjs)
{
if (!Directory.Exists(ReflectionSet.GameModuleFolderPath)) return modules;
@ -122,40 +115,31 @@ namespace Milimoe.FunGame.Core.Service
{
Assembly assembly = Assembly.LoadFrom(dll);
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(GameModuleServer))))
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => typeof(IAddon).IsAssignableFrom(type)))
{
GameModuleServer? instance = (GameModuleServer?)Activator.CreateInstance(type);
if (instance != null && instance.Load(otherobjs) && instance.Name.Trim() != "")
if (type.IsSubclassOf(typeof(GameModuleServer)))
{
instance.Controller = new(instance, delegates);
modules.TryAdd(instance.Name, instance);
AddAddonInstances(type, modules, (instance) =>
{
if (instance.Load(otherobjs))
{
instance.Controller = new(instance, delegates);
return true;
}
return false;
});
}
}
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Character))))
{
Character? instance = (Character?)Activator.CreateInstance(type);
if (instance != null && instance.Name.Trim() != "" && !characters.Contains(instance))
else if (type.IsSubclassOf(typeof(CharacterModule)))
{
characters.Add(instance);
AddAddonInstances(type, characters, (instance) => instance.Load(otherobjs));
}
}
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Skill))))
{
Skill? instance = (Skill?)Activator.CreateInstance(type);
if (instance != null && instance.Name.Trim() != "" && !skills.Contains(instance))
else if (type.IsSubclassOf(typeof(SkillModule)))
{
skills.Add(instance);
AddAddonInstances(type, skills, (instance) => instance.Load(otherobjs));
}
}
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(Item))))
{
Item? instance = (Item?)Activator.CreateInstance(type);
if (instance != null && instance.Name.Trim() != "" && !items.Contains(instance))
else if (type.IsSubclassOf(typeof(ItemModule)))
{
items.Add(instance);
AddAddonInstances(type, items, (instance) => instance.Load(otherobjs));
}
}
}
@ -181,15 +165,31 @@ namespace Milimoe.FunGame.Core.Service
foreach (Type type in assembly.GetTypes().AsEnumerable().Where(type => type.IsSubclassOf(typeof(GameMap))))
{
GameMap? instance = (GameMap?)Activator.CreateInstance(type);
if (instance != null && instance.Load(objs) && instance.Name.Trim() != "")
{
maps.TryAdd(instance.Name, instance);
}
AddAddonInstances(type, maps, (instance) => instance.Load(objs));
}
}
return maps;
}
/// <summary>
/// 添加构造好的模组类实例到字典中
/// </summary>
/// <typeparam name="T">加载的类型</typeparam>
/// <param name="type">循环程序集的类型</param>
/// <param name="dictionary">实例的字典</param>
/// <param name="isadd">加载时触发的检查方法返回false不添加</param>
private static void AddAddonInstances<T>(Type type, Dictionary<string, T> dictionary, Func<T, bool>? isadd = null) where T : IAddon
{
T? instance = (T?)Activator.CreateInstance(type);
if (instance != null)
{
string name = instance.Name;
if (!string.IsNullOrWhiteSpace(name) && (isadd == null || isadd(instance)))
{
dictionary.TryAdd(name.Trim(), instance);
}
}
}
}
}