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;
}
}
}