/// <summary>
 /// 初始化服务器
 /// </summary>
 /// <param name="whenCreateWorld">是否为创建新世界时调用</param>
 public void InitServer(bool whenCreateWorld = false)
 {
     // 设置游戏平台
     CommonPath.SetGamePlatform();
     // 设置游戏平台SelectBox选择
     GamePlatformSelectBox.TextIndex = CommonPath.GetGamePlatform();
     // 设置SaveSlot面板按钮
     SetSaveSlotRadioButton();
     // 汉化
     _Hanization = JsonHelper.ReadHanization();
     // 控制台
     CreateConsoleClassificationButton();
     #region 仅创建世界时
     // [创建世界]设定文件路径
     if (whenCreateWorld)
     {
         _dediFilePath = new DediFilePath(SaveSlot);
     }
     // [创建世界]从modoverrides.lua读取mod设置
     if (!string.IsNullOrEmpty(CommonPath.ServerModsDirPath) && whenCreateWorld)
     {
         SetModSet();
     }
     #endregion
 }
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        /// <summary>
        /// 读取汉化
        /// </summary>
        public static HanizationObject ReadHanization()
        {
            var serverConfig     = JsonConvert.DeserializeObject <HanizationRootObject>(StringProcess.GetJsonString("EditWorld/Hanization.json"));
            var master           = serverConfig.Hanization.Master;
            var caves            = serverConfig.Hanization.Caves;
            var hanizationObject = new HanizationObject();

            foreach (var item in master.World)
            {
                hanizationObject.Hanization.Master.World.Add(new DedicateServer.World {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in master.Resources)
            {
                hanizationObject.Hanization.Master.Resources.Add(new DedicateServer.Resources {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in master.Foods)
            {
                hanizationObject.Hanization.Master.Foods.Add(new DedicateServer.Foods {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in master.Animals)
            {
                hanizationObject.Hanization.Master.Animals.Add(new DedicateServer.Animals {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in master.Monsters)
            {
                hanizationObject.Hanization.Master.Monsters.Add(new DedicateServer.Monsters {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in caves.World)
            {
                hanizationObject.Hanization.Caves.World.Add(new DedicateServer.World {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in caves.Resources)
            {
                hanizationObject.Hanization.Caves.Resources.Add(new DedicateServer.Resources {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in caves.Foods)
            {
                hanizationObject.Hanization.Caves.Foods.Add(new DedicateServer.Foods {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in caves.Animals)
            {
                hanizationObject.Hanization.Caves.Animals.Add(new DedicateServer.Animals {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            foreach (var item in caves.Monsters)
            {
                hanizationObject.Hanization.Caves.Monsters.Add(new DedicateServer.Monsters {
                    Key = item.Key, KeyHanization = item.KeyHanization, ValueHanization = item.ValueHanization.Split(',').ToList()
                });
            }
            return(hanizationObject);
        }