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refactor: 统一使用Foundation.Extensions命名空间并调整方法返回类型
将多个文件中使用的Utility.Extensions替换为Foundation.Extensions以保持一致性 修改ReqPlayerLoginHandler和ServerComponentAgent的方法返回类型为Task<bool>
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GameFrameX.Apps/CacheStateTypeManager.cs

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//
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// 不得利用本项目从事危害国家安全、扰乱社会秩序、侵犯他人合法权益等法律法规禁止的活动!任何基于本项目二次开发而产生的一切法律纠纷和责任,我们不承担任何责任!
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using GameFrameX.Foundation.Extensions;
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using GameFrameX.Foundation.Hash;
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using GameFrameX.Utility.Extensions;
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namespace GameFrameX.Apps;
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GameFrameX.Hotfix/Common/Events/EventDispatcherExtensions.cs

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using GameFrameX.Apps.Common.Event;
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using GameFrameX.Core.Abstractions.Agent;
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using GameFrameX.Core.Abstractions.Events;
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using GameFrameX.Foundation.Extensions;
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using GameFrameX.Hotfix.Logic.Server;
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namespace GameFrameX.Hotfix.Common.Events;

GameFrameX.Hotfix/Logic/Http/Bag/ReqPlayerSendItemHttpHandler.cs

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using GameFrameX.Config;
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using GameFrameX.Config.Tables;
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using GameFrameX.DataBase;
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using GameFrameX.Foundation.Extensions;
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using GameFrameX.Hotfix.Logic.Player.Bag;
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namespace GameFrameX.Hotfix.Logic.Http.Bag;

GameFrameX.Hotfix/Logic/Http/Player/ReqLoginHttpHandler.cs

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// 不得利用本项目从事危害国家安全、扰乱社会秩序、侵犯他人合法权益等法律法规禁止的活动!任何基于本项目二次开发而产生的一切法律纠纷和责任,我们不承担任何责任!
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using GameFrameX.Apps.Account.Login.Entity;
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using GameFrameX.DataBase;
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using GameFrameX.Monitor.Account;
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using GameFrameX.NetWork.Messages;
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using GameFrameX.Foundation.Extensions;
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namespace GameFrameX.Hotfix.Logic.Http.Player;
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GameFrameX.Hotfix/Logic/Player/Bag/BagComponentAgent.cs

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using GameFrameX.Apps.Player.Bag.Entity;
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using GameFrameX.Config;
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using GameFrameX.Config.Tables;
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using GameFrameX.Foundation.Extensions;
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namespace GameFrameX.Hotfix.Logic.Player.Bag;
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GameFrameX.Hotfix/Logic/Player/Login/ReqPlayerLoginHandler.cs

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/// 这个地方需要设置ActorID为玩家的ID,否则会报错,该代码只会执行一次。全局唯一。不能移除该代码,也请不要修改该函数ActorID
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/// </summary>
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/// <returns></returns>
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protected override Task InitActor()
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protected override Task<bool> InitActor()
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{
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if (ActorId <= 0 && Message is ReqPlayerLogin reqPlayerLogin)
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{

GameFrameX.Hotfix/Logic/Server/ServerComponentAgent.cs

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@@ -10,7 +10,7 @@ namespace GameFrameX.Hotfix.Logic.Server;
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public class ServerComponentAgent : StateComponentAgent<ServerComponent, ServerState>
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{
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public override async Task Active()
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public override async Task<bool> Active()
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{
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// 跨天定时器
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WithCronExpression<CrossDayTimeHandler>("0 0 0 * * ? *");
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State.FirstStartTime = TimeHelper.UnixTimeSeconds();
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await OwnerComponent.WriteStateAsync();
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}
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return true;
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}
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[Service]

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