C# (CSharp) GameFramework Namespace

Nested Namespaces

GameFramework.DataCache
GameFramework.GmCommands
GameFramework.Network
GameFramework.Resource
GameFramework.Skill
GameFramework.Story

Classes

Name Description
AbstractAiStateLogic
AbstractSceneLogic
AbstractScriptBehavior
AccountInfo 玩家账号数据
AccountSystem
AiData_ForMoveCommand
AiData_ForPatrolCommand
AiData_General
AiData_Leader
AiLogicManager
AiLogicUtility
AiLogic_Npc_DslLogic
AiLogic_Npc_General
AiLogic_Npc_Leader
AiLogic_Npc_Member
AiPathData
AiStateInfo
AiStoryInstanceInfo
AiSystem
AiViewManager
AiViewModelManager
AiView_NpcGeneral
AssetBundleManager
AttrCalculator
BinaryTable
BinaryTable.FileHeader
BlackBoard
CharacterProperty
CharacterStateUtility
CityRoomInfo
CitySceneInfo
ClientInfo
ClientModule
CombatStatisticInfo
Connector
DataDML
DataSyncUtility
DbThread
DbThreadManager
DefaultMsgHandler
Dispatcher
DslUtility
EnterHandler
EntityController
EntityDrawGizmos
EntityInfo
EntityInfo.AttackerInfo
EntityManager
EntityViewModel
EntityViewModelManager
FriendInfo
GameControler
GameControler.Logger
Geometry
Geometry3D
GfxSkillSenderInfo
GlobalData
GlobalProcessThread 全局数据(非玩家拥有的数据)处理线程,在这里处理邮件、远征、帮会等数据。
GlobalSaveCounter
GlobalVariables 这里放客户端与服务器存在差异的变量值,供各公共模块使用(如果是各模块所需的逻辑数据,则不要放在这里,独立写读表器)。
GuidInfo
GuidSystem
HomePath
ImpactInfo
ItemBag
ItemInfo
JsonGmMessageDispatcher
JsonMessage
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KdObjectTree
KdObjectTree.KdTreeNode
KdTreeObject
KeyString
LogSystem
MailInfo
MailItem
MailState
MailStateInfo
MailSystem 本邮件系统支持的邮件都是由系统发送,分为2类邮件:全员邮件与个人邮件。 邮件都保存在邮件系统时,不保存到人身上。 全员邮件邮件系统为所有人保存一份,每个人记录已经收取过的全员邮件(邮件打开后点击收取按钮为收取,查看邮件不会收取,通常只有带附件的邮件可以收取)。
Md5Utilify
MemberInfo
MerchandiseLogicManager
MovementStateInfo
MovementSystem
Msg_CR_DlgClosedHandler
Msg_CR_GiveUpBattleHandler
Msg_CR_GmCommandHandler
Msg_CR_OperateModeHandler
Msg_CR_QuitHandler
Msg_CR_StopSkillHandler
Msg_CR_UserMoveToPosHandler
NicknameInfo
NicknameSystem
NodeMessage
NodeMessageDispatcher
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NodeMessageInfo
NodeMessageManager
NodeMessageThread
Observer
OperationMeasure !!!注意,这个类实例会在多个线程里调用。
OperationMeasure.OperationInfo
Platform
PredefinedSkill
ProtoHelper
QueueingThread
QueueingThread.LoginInfo
ResourceReadProxy
Room
RoomManager
RoomPool
RoomThread
SandClockLogicInfo
Scene
Scene.GameTimeUtil
SceneContextInfo
SceneLoadThread
SceneLogicConfig
SceneLogicInfo
SceneLogicInfoManager
SceneLogicManager
SceneLogicSystem
SceneLogicViewManager
SceneLogicViewModelManager
SceneLogicViewModel_General
SceneLogicView_General
SceneLogic_SandClock
SceneLogic_Timeout
ScenePool
SceneProfiler
ServerSkillSystem
ServerSkillSystem.SkillInstanceInfo
ServerSkillSystem.SkillLogicInfo
ServerStorySystem
SkillInfo
SkillStateInfo
SpaceInfoView
SpriteManager
StoryListenFlagUtility
StoryMessageHandler
SwitchDebugHandler
TableAccountWrap
TableActivationCodeWrap
TableConfigUtility
TableGlobalDataWrap
TableGlobalParamWrap
TableGuidWrap
TableMailInfoWrap
TimeSnapshot
TimeUtility
TimeoutLogicInfo
Txt2Binary
UiResourceSystem
UseSkillHandler
User
UserInfo
UserPool
UserProcessScheduler 玩家数据处理调度器,玩家数据请求将被放到并行的若干个线程里进行处理。 有2类线程: 1、由GetUserThread().QueueAction或DefaultUserThread.QueueAction调用发起的操作,此时执行线程无法指定。 2、调度器内部实例化一个线程,用以进行必须在一个线程里进行的操作。(未对外提供接口,目前假定用于为1中操作需要有序的服务。)
UserServer
UserThread