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NetworkData.cs
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using System.Collections.Generic;
using Nettention.Proud;
namespace MSB_SERVER
{
public class NetworkData
{
public class UserData
{
public int userNumber;
public string userID;
public string userNick;
public int userRank;
public int userMoney;
public int userCash;
public int userWeapon;
public int userSkin;
public UserData(int _userNUM, string _userID, string _userNICK)
{
userNumber = _userNUM;
userID = _userID;
userNick = _userNICK;
userRank = 0;
userMoney = 0;
userCash = 0;
userWeapon = 0;
userSkin = 0;
}
}
public class ClientData
{
public UserData clientUser;
public HostID clientHID;
public ServerManager.GameRoom currentGame;
public bool currentReady;
public int character = -1;
public int gameRespawn = 0;
public int gameHealth = 100;
public int gameKill = 0;
public int gameDeath = 0;
public int gameAssist = 0;
public int gameBonus = 0;
public int enduredDamage = 0;
public long lastKillTime = 0;
public ClientData assistClient = null;
public int totalGivenDamage = 0;
public int totalTakenDamage = 0;
public bool gameWin = false;
public bool gameLose = false;
public List<ClientData> killHistory = new List<ClientData>();
public List<ClientData> assistHistory = new List<ClientData>();
public List<ClientData> killStreakHistory = new List<ClientData>();
public List<int> medalHistory = new List<int>();
}
public static class OnGameInfo
{
public const string TAG = "[GI]";
public const string TAG_RESULT = "RESULT";
public const string TAG_ROOM = "ROOM";
public const string TAG_MODE = "MODE";
public const string TAG_MESSAGE = "MSG";
public const string TAG_USERS = "USERS";
public const string TAG_USER_NUM = "NUM";
public const string TAG_USER_ID = "ID";
public const string TAG_USER_NICK = "NICK";
public const string TAG_USER_RANK = "RANK";
public const string TAG_USER_WEAPON = "WEAPON";
public const string TAG_USER_SKIN = "SKIN";
}
}
}