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46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using Robust.Shared.Serialization;
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using System;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Network;
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using Robust.Shared.ViewVariables;
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#nullable disable
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namespace Robust.Shared.GameStates
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{
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[Serializable, NetSerializable]
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public sealed class SessionState
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{
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[ViewVariables]
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public NetUserId UserId { get; set; }
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[ViewVariables]
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public string Name { get; set; }
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[ViewVariables]
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public SessionStatus Status { get; set; }
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// TODO PlayerManager
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// Network ping information, though probably do it outside of SessionState to avoid re-sending the name and such
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// for all players every few seconds.
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[Obsolete("Ping data is not currently networked")]
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[ViewVariables]
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public short Ping { get; set; }
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[ViewVariables]
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public NetEntity? ControlledEntity { get; set; }
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public SessionState Clone()
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{
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return new SessionState
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{
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UserId = UserId,
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Name = Name,
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Status = Status,
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ControlledEntity = ControlledEntity
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};
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}
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}
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}
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