using GameCult.Caching; using MessagePack; namespace GameCult.Networking { /// /// Player data stored in the database. /// For MessagePack serialization, uses [MessagePackObject] and [Key(n)] attributes. /// public class PlayerData : DatabaseEntry, INamedEntry { /// /// Email address of the player. /// [Key(1)] public string Email; /// /// Password hash of the player. /// [Key(2)] public string PasswordHash; /// /// Username of the player. /// [Key(3)] public string Username; /// [IgnoreMember] public string EntryName { get => Username; set => Username = value; } } }