38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using MessagePack;
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namespace GameCult.Networking
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{
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/// <summary>
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/// Sample authenticated payload for changing a player-visible name.
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/// </summary>
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/// <remarks>
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/// This is example application payload riding the shared networking contract,
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/// not a claim that CultNet itself is spiritually about chat lobbies forever.
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/// Keep the wire tag stable if other runtimes depend on it.
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/// </remarks>
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[MessagePackObject]
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public class ChangeNameMessage : Message
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{
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/// <summary>
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/// Requested new username.
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/// </summary>
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[Key(0)] public string Name = string.Empty;
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}
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/// <summary>
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/// Sample plain chat payload.
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/// </summary>
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/// <remarks>
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/// This exists as a dead-simple reference payload for message extension and
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/// cross-runtime compatibility tests. Real applications should define their
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/// own domain messages and keep those contracts in sync across languages.
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/// </remarks>
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[MessagePackObject]
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public class ChatMessage : Message
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{
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/// <summary>
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/// Chat text content.
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/// </summary>
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[Key(0)] public string Text = string.Empty;
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}
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}
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