public InputOutputForm(IServerAPI api) { InitializeComponent(); this.api = api; // uxSendButton.Click += api.SendMessageToChat("hi", 0); // uxLoginStrip.Click += api.LogIn(" ", " "); }
//public IStateData State => _state; //public IStaticData Static => _static; //public ICommands Commands { get; } //public ILogicAPI Logic => _additionalLogics; //public IClientLogicContext Context => this; //public IChangesApplier ChangesApplier => _changeStorage; //private InternalAccessors _accessors; //private InternalModules _modules; //private InternalAdditionalLogics _additionalLogics; public InternalContext(LogicInitData data, IServerAPI api) { // var factory = new Internal_IStateFactory(); // _accessors = new InternalAccessors(Data, factory); // _additionalLogics = new InternalAdditionalLogics(_accessors, _changeStorage, Data, api); // _modules = new InternalModules(_accessors, _additionalLogics, Data, api); // Commands = new InternalCommands(_modules, _changeStorage, data); //} //public void InitData(string clientState, string staticData) //{ // _static = _serializator.Deserialize<Internal_StaticData>(staticData); // _static.PostSerialize(); // _accessors.SetStaticData(_static); // _additionalLogics.PostInit(); // _state = _serializator.Deserialize<Internal_StateData>(clientState); // _state.InitData(_changeStorage, _accessors); // _accessors.SetStateData(_state); //} //public IStaticData GetStaticData(string staticData) //{ // _static = _serializator.Deserialize<Internal_StaticData>(staticData); // _static.PostSerialize(); // return _static; //} //public string Save() //{ // _state.PreSave(); // return _serializator.Serialize(_state); //} }
public EmulateContext(LogicInitData data, IServerAPI api)/* : base(data, true)*/ { //var factory = new Emulate_IStateFactory(new Internal_IStateFactory(), _changeStorage); //_accessors = new InternalAccessors(Data, factory); //_additionalLogics = new InternalAdditionalLogics(_accessors, _changeStorage, Data, api); //_modules = new InternalModules(_accessors, _additionalLogics, Data, api); //Commands = new EmulateCommands(_modules, data); //_state = new Emulate_StateData(); }
private GameServer() { // 做初使化的動作 #if CLIENT ServerAPI = new ClientAPI(); #endif InitData(); ServerAPI.InitData(); }
public IServerAPIToJSON(IServerAPI Server) { Config = Server.Config; CurrentRunPhase = Server.CurrentRunPhase.ToString(); IsDedicated = Server.IsDedicated; IsShuttingDown = Server.IsShuttingDown; Players = new IServerPlayerToJSON[Server.Players.Length]; for (var i = 0; i < Server.Players.Length; i++) { Players[i] = new IServerPlayerToJSON(Server.Players[i]); } ServerUptimeMilliseconds = Server.ServerUptimeMilliseconds; ServerUptimeSeconds = Server.ServerUptimeSeconds; TotalReceivedBytes = Server.TotalReceivedBytes; TotalSentBytes = Server.TotalSentBytes; TotalWorldPlayTime = Server.TotalWorldPlayTime; }
public GOLAPIService(IServerAPI serverAPI) { _serverAPI = serverAPI; }
public InternalModules(InternalAccessors accessors, InternalAdditionalLogics additionalLogics, LogicData data, IServerAPI api) { AchievementModule = AchievementModule.CreateClient(accessors.AchievementAccessor, additionalLogics.ScorersLogic, additionalLogics.DropLogic, accessors.FormulaController, additionalLogics.ImpactController); ActivationModule = ActivationModule.CreateClient(accessors.FormulaController, additionalLogics.ImpactController, accessors.ExplorerAccessor, accessors.ScorersAccessor, accessors.PlayerAccessor, accessors.UnitsAccessor, additionalLogics.ApplyChangeLogic); AutowinModule = AutowinModule.CreateClient(additionalLogics.ImpactController, accessors.ExplorerAccessor, accessors.ScorersAccessor, additionalLogics.FormulaLogic, additionalLogics.ExplorerLogic); BattleModule = BattleModule.CreateClient(accessors.BattleAccessor, accessors.ExplorerAccessor, accessors.UnitsAccessor, additionalLogics.ContextLogic, additionalLogics.ImpactController, additionalLogics.TriggerLogic, additionalLogics.BattleLogic, additionalLogics.BuffLogic); CheatModule = CheatModule.CreateClient(accessors.UnitsAccessor, accessors.ScorersAccessor, accessors.BattleAccessor, accessors.InventoryAccessor, accessors.PlayerAccessor, accessors.ExplorerAccessor, accessors.LogAccessor, accessors.SettingsAccessor, additionalLogics.ExplorerLogic, additionalLogics.BattleLogic, additionalLogics.ContextLogic, additionalLogics.ImpactController, additionalLogics.DropLogic, additionalLogics.ScorersLogic); CutSceneModule = CutSceneModule.CreateClient(accessors.CutSceneAccessor, additionalLogics.ImpactController, additionalLogics.ApplyChangeLogic); EquipmentModule = EquipmentModule.CreateClient(accessors.InventoryAccessor, accessors.ScorersAccessor, accessors.UnitsAccessor, additionalLogics.ImpactController, additionalLogics.FormulaLogic); ExplorerProgressModule = ExplorerProgressModule.CreateClient(accessors.ExplorerAccessor, accessors.InventoryAccessor, accessors.UnitsAccessor, accessors.SettingsAccessor, accessors.ScorersAccessor, accessors.BattleAccessor, additionalLogics.ExplorerLogic, additionalLogics.FormulaLogic, additionalLogics.ImpactController); GachaModule = GachaModule.CreateClient(additionalLogics.ImpactController, accessors.ScorersAccessor, accessors.InventoryAccessor, accessors.UnitsAccessor, accessors.ExplorerAccessor, additionalLogics.DropLogic, accessors.ConditionController, additionalLogics.FormulaLogic); SettingsModule = SettingsModule.CreateClient(accessors.SettingsAccessor, accessors.ScorersAccessor, additionalLogics.ImpactController); ShopModule = ShopModule.CreateClient(accessors.ScorersAccessor, accessors.ShopAccessor, additionalLogics.FormulaLogic, additionalLogics.ImpactController, additionalLogics.ShopLogic, additionalLogics.DropLogic); StartSessionModule = StartSessionModule.CreateClient(accessors.UnitsAccessor, accessors.ScorersAccessor, accessors.BattleAccessor, accessors.InventoryAccessor, accessors.PlayerAccessor, accessors.ExplorerAccessor, accessors.LogAccessor, accessors.SettingsAccessor, accessors.ShopAccessor, accessors.LogAccessor, accessors.AchievementAccessor, additionalLogics.BattleLogic, additionalLogics.ShopLogic, additionalLogics.ExplorerLogic, accessors.FormulaController, additionalLogics.ImpactController); StorageModule = StorageModule.CreateClient(accessors.ScorersAccessor, accessors.InventoryAccessor); UnitProgressModule = UnitProgressModule.CreateClient(accessors.UnitsAccessor, accessors.ScorersAccessor, accessors.BattleAccessor, additionalLogics.FormulaLogic, accessors.PlayerAccessor, additionalLogics.ImpactController); }
public InternalAdditionalLogics(InternalAccessors accessors, IApplyManager storage, LogicData data, IServerAPI api) { ImpactController = new ImpactController(data.IsEmulate); ContextLogic = ContextLogic.CreateClient(accessors.BattleAccessor, accessors.UnitsAccessor); DropLogic = DropLogic.CreateClient(accessors.ScorersAccessor, accessors.InventoryAccessor, accessors.UnitsAccessor, accessors.ExplorerAccessor, accessors.FormulaController, ImpactController); ScorersLogic = ScorersLogic.CreateClient(accessors.BattleAccessor, accessors.ScorersAccessor, accessors.ExplorerAccessor); ShopLogic = ShopLogic.CreateClient(accessors.SettingsAccessor, accessors.ShopAccessor, accessors.FormulaController); ApplyChangeLogic = ApplyChangeLogic.CreateClient(storage, ContextLogic); FormulaLogic = FormulaLogic.CreateClient(ContextLogic, accessors.ScorersAccessor, accessors.UnitsAccessor, accessors.BattleAccessor, accessors.ExplorerAccessor, data, accessors.PlayerAccessor, accessors.SettingsAccessor, accessors.ConditionController, accessors.FormulaController, ScorersLogic); BuffLogic = BuffLogic.CreateClient(accessors.BattleAccessor, ContextLogic, ApplyChangeLogic); ExplorerLogic = ExplorerLogic.CreateClient(accessors.ScorersAccessor, accessors.ExplorerAccessor, accessors.UnitsAccessor, accessors.FormulaController, ScorersLogic, ContextLogic, DropLogic, ImpactController); TriggerLogic = TriggerLogic.CreateClient(accessors.BattleAccessor, FormulaLogic); ConditionLogic = ConditionLogic.CreateClient(accessors.InventoryAccessor, accessors.ScorersAccessor, accessors.PlayerAccessor, accessors.UnitsAccessor, accessors.BattleAccessor, accessors.ExplorerAccessor, accessors.SettingsAccessor, accessors.AchievementAccessor, FormulaLogic, ContextLogic, ScorersLogic, data, accessors.ConditionController); BattleLogic = BattleLogic.CreateClient(ApplyChangeLogic, ContextLogic, ConditionLogic, accessors.FormulaController, accessors.BattleAccessor, accessors.ScorersAccessor, accessors.UnitsAccessor, accessors.ExplorerAccessor, accessors.SettingsAccessor); ImpactLogic = ImpactLogic.CreateClient(accessors.ScorersAccessor, accessors.PlayerAccessor, accessors.InventoryAccessor, accessors.ExplorerAccessor, accessors.UnitsAccessor, accessors.BattleAccessor, accessors.SettingsAccessor, accessors.AchievementAccessor, BattleLogic, FormulaLogic, accessors.ConditionController, ApplyChangeLogic, BuffLogic, ScorersLogic, ContextLogic, ImpactController, data); }
public static IEmulateLogicFacade CreateEmulate(LogicInitData data, IServerAPI api) { return(new EmulateContext(data, api)); }
public static IClientLogicFacade Create(LogicInitData data, IServerAPI api) { return(new InternalContext(data, api)); }