186 lines
5.2 KiB
C#
186 lines
5.2 KiB
C#
using System.Collections.Generic;
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namespace EventPartnerGatherRequests
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{
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public class EventPartnerGatherDetail
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{
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public List<PlayerInfo> Partners { get; set; }
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public List<PlayerInfo> InvitePartners { get; set; }
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public List<PlayerInfo> RequestPartners { get; set; }
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public List<Dictionary<string, int>> Scores { get; set; }
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public List<PlayerInfo> RecommendInfoList { get; set; }
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}
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public class EventPartnerGatherDetailRequest
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{
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public int EventId { get; set; }
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}
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public class EventPartnerGatherDetailResp
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{
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public EEventBuildState State { get; set; }
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public string Message { get; set; }
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public EventPartnerGatherDetail Detail { get; set; }
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}
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public class EventPartnerGatherOperationResp
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{
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public EEventBuildState State { get; set; }
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public int? SlotId { get; set; }
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public string ErrorMessage { get; set; }
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}
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public class EventPartnerGatherRecommendPlayerRequest
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{
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public List<string> Exclude { get; set; }
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public int? MaxLevel { get; set; }
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public int? MinLevel { get; set; }
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public int Count = 10;
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}
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public class EventPartnerGatherRecommendPlayerResp
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{
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public EEventBuildState State { get; set; }
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public string ErrorMessage { get; set; }
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public IList<PlayerInfo> Players { get; set; }
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}
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public class EventPartnerGatherChangeScoreRequest
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{
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public string PartnerId { get; set; }
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public int SlotId { get; set; }
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public int Score { get; set; }
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public int EventId { get; set; }
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}
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public class EventPartnerGatherPartnerRequest
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{
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public string PartnerId { get; set; }
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public int EventId { get; set; }
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}
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public class EventPartnerGatherPartnerEvt
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{
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// 0 = invite 1 = accept -1 = reject
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public int EvtType { get; set; }
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public PlayerInfo PartnerInfo { get; set; }
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public int SlotId { get; set; }
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}
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public class EventPartnerGatherScoreEvt
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{
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public string PartnerId { get; set; }
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public int Score { get; set; }
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}
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public class EventPartnerGatherRecentPlayerInfoRequest
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{
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public IEnumerable<string> playerPrefabs { get; set; }
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}
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public class EventPartnerGatherRecentPlayerInfoResponse
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{
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public EEventBuildState State { get; set; }
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public string Message { get; set; }
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public List<PlayerInfo> playerInfos { get; set; }
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public IEnumerable<string> leftOvers { get; set; }
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}
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public class EventPartnerGatherPlayerDisplayInfoRequest
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{
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public IEnumerable<string> PlayfabIds { get; set; }
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}
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public class EventPartnerGatherPlayerDisplayInfoResp
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{
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public EEventBuildState State { get; set; }
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public string Message { get; set; }
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public IList<PlayerInfo> PlayerInfos { get; set; }
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}
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public class EventPartnerGatherBuildRequest
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{
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public string PartnerId { get; set; }
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public int NewScore { get; set; }
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public int EventId { get; set; }
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}
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public class EventPartnerGatherBuildResponse
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{
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public EEventBuildBuildState State { get; set; }
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public string Message { get; set; }
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}
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// Accept 返回
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public class EventPartnerGatherAcceptResponse
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{
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public EEventBuildState State { get; set; }
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public List<PlayerInfo> PartnerList { get; set; }
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public string Message { get; set; }
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}
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public enum EEventBuildState : byte
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{
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Success = 0,
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Failed = 1,
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InviteNotFound = 2,
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AlreadyExist = 3,
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NoActiveEvent = 4,
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Full = 5
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}
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public enum EEventBuildBuildState
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{
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Success = 0,
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ScoreError = 2,
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PlayerInfoNotFound = 3,
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Failed = 4
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}
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// 自动匹配控制请求
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public class AutoMatchToggleRequest
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{
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public int EventId { get; set; }
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public bool Enabled { get; set; }
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}
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// 自动匹配控制响应
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public class AutoMatchToggleResponse
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{
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public EEventBuildState State { get; set; }
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public string Message { get; set; }
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public bool IsInMatching { get; set; }
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}
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// 自动匹配结果请求
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public class AutoMatchStatusRequest
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{
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public int EventId { get; set; }
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}
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// 自动匹配结果响应
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// public class AutoMatchResultResponse
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// {
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// public AutoMatchStatus Status { get; set; } // Pending/Success/Timeout/Failed
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// public PlayerInfo MatchedPartner { get; set; }
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// public string Message { get; set; }
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// }
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public class AutoMatchStatusResponse
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{
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public EEventBuildState State { get; set; }
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public string Message { get; set; }
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public bool IsInMatching { get; set; }
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public int CurrentPartnerCount { get; set; }
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public int MaxPartnerCount { get; set; }
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public int RemainingSlots { get; set; }
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public List<PlayerInfo> Partners { get; set; }
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}
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// // 自动匹配状态枚举
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// public enum AutoMatchStatus
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// {
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// Pending, // 匹配中
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// Success, // 匹配成功
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// Timeout, // 超时
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// Failed // 失败
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// }
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} |