mirror of
https://github.com/project-redbud/FunGame-Server.git
synced 2025-04-22 03:59:36 +08:00
update .gitignore
This commit is contained in:
parent
b27813075b
commit
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3
.gitignore
vendored
3
.gitignore
vendored
@ -361,3 +361,6 @@ MigrationBackup/
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# Fody - auto-generated XML schema
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FodyWeavers.xsd
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#FunGameServer.Implement
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FunGameServer.Core/Implement/*.cs
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@ -5,10 +5,25 @@
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<BaseOutputPath>C:\milimoe\FunGame\bin</BaseOutputPath>
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<Title>FunGameServer</Title>
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<Authors>Milimoe</Authors>
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<Product>$(AssemblyName)</Product>
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<Company>Milimoe</Company>
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<PackageOutputPath>C:\milimoe\FunGame\bin</PackageOutputPath>
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<AssemblyVersion>1.0</AssemblyVersion>
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<FileVersion>1.0</FileVersion>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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<ItemGroup>
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<Folder Include="Interface\" />
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<Folder Include="Implement\" />
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</ItemGroup>
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</Project>
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@ -8,12 +8,32 @@
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<ApplicationIcon>logo.ico</ApplicationIcon>
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<PackageIcon>logo.ico</PackageIcon>
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<BaseOutputPath>C:\milimoe\FunGame\bin</BaseOutputPath>
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<Title>FunGameServer</Title>
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<Company>Milimoe</Company>
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<Authors>Milimoe</Authors>
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<PackageOutputPath>C:\milimoe\FunGame\bin</PackageOutputPath>
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<AssemblyVersion>1.0</AssemblyVersion>
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<FileVersion>1.0</FileVersion>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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<ItemGroup>
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<Content Include="logo.ico" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="FunGame.Core.Api">
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<HintPath>..\..\FunGame\bin\Debug\net6.0\FunGame.Core.Api.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<None Update="logo.ico">
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<Pack>True</Pack>
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@ -1,18 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class ActiveItem : Item
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{
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public ActiveSkill? Skill { get; set; } = null;
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public ActiveItem()
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{
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Active = true;
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}
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}
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}
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@ -1,29 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class ActiveSkill : Skill
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{
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public decimal MP { get; set; } = 0;
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public decimal EP { get; set; } = 0;
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public decimal Reference1 { get; set; } = 0;
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public decimal Reference2 { get; set; } = 0;
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public decimal Reference3 { get; set; } = 0;
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public decimal Reference4 { get; set; } = 0;
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public decimal Reference5 { get; set; } = 0;
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public decimal Reference6 { get; set; } = 0;
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public decimal Reference7 { get; set; } = 0;
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public decimal Reference8 { get; set; } = 0;
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public decimal Reference9 { get; set; } = 0;
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public decimal Reference10 { get; set; } = 0;
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public ActiveSkill()
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{
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Active = true;
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}
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}
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}
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@ -1,42 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class Character
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{
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public int Id { get; set; }
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public string Name { get; set; } = "";
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public string FirstName { get; set; } = "";
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public User? User { get; set; } = null;
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public CharacterStatistics? Statistics { get; set; } = null;
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public int Level { get; set; } = 1;
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public decimal EXP { get; set; }
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public decimal HP { get; set; }
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public decimal MP { get; set; }
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public decimal EP { get; set; }
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public decimal ATK { get; set; }
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public decimal DEF { get; set; }
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public decimal PhysicalReduction { get; set; }
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public decimal MDF { get; set; }
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public decimal HPRecovery { get; set; } = 0;
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public decimal MPRecovery { get; set; } = 0;
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public decimal EPRecovery { get; set; } = 0;
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public decimal SPD { get; set; }
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public decimal ATR { get; set; }
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public decimal CritRate { get; set; } = 0.05M;
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public decimal CritDMG { get; set; } = 1.25M;
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public decimal EvadeRate { get; set; } = 0.05M;
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public Hashtable? Skills { get; set; } = new Hashtable();
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public Hashtable? Items { get; set; } = new Hashtable();
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public Character()
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{
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}
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}
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}
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@ -1,34 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class CharacterStatistics
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{
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public int Id { get; set; }
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public Character? Character { get; set; } = null;
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public Hashtable? DamageStats { get; set; } = new Hashtable();
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public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
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public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
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public Hashtable? RealDamageStats { get; set; } = new Hashtable();
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public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
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public Hashtable? AvgLiveRoundStats { get; set; } = new Hashtable();
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public Hashtable? AvgDamageRoundStats { get; set; } = new Hashtable();
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public Hashtable? KillStats { get; set; } = new Hashtable();
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public Hashtable? DeathStats { get; set; } = new Hashtable();
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public Hashtable? AssistStats { get; set; } = new Hashtable();
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public Hashtable? Plays { get; set; } = new Hashtable();
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public Hashtable? Wins { get; set; } = new Hashtable();
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public Hashtable? Loses { get; set; } = new Hashtable();
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public Hashtable? Winrates { get; set; } = new Hashtable();
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public CharacterStatistics()
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{
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}
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}
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}
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@ -1,35 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class GameStatistics
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{
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public int Id { get; set; }
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public Room? Room { get; set; } = null;
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public string? GameRecord { get; set; } = null;
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public string? RunTime { get; set; } = null;
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public Hashtable? DamageStats { get; set; } = new Hashtable();
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public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
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public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
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public Hashtable? RealDamageStats { get; set; } = new Hashtable();
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public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
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public Hashtable? KillStats { get; set; } = new Hashtable();
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public Hashtable? KillDetailStats { get; set; } = new Hashtable();
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public Hashtable? DeathStats { get; set; } = new Hashtable();
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public Hashtable? DeathDetailStats { get; set; } = new Hashtable();
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public Hashtable? AssistStats { get; set; } = new Hashtable();
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public Hashtable? RatingStats { get; set; } = new Hashtable();
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public Hashtable? EloStats { get; set; } = new Hashtable();
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public Hashtable? RankStats { get; set; } = new Hashtable();
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public GameStatistics()
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{
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}
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}
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}
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@ -1,19 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public abstract class Item
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{
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public int Id { get; set; }
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public string Name { get; set; } = "";
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public string Describe { get; set; } = "";
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public decimal Price { get; set; }
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public char Key { get; set; }
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public bool Active { get; set; }
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public Character? Character { get; set; } = null;
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}
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}
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@ -1,18 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class PassiveItem : Item
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{
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public PassiveSkill? Skill { get; set; } = null;
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public PassiveItem()
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{
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Active = false;
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}
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}
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}
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@ -1,27 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class PassiveSkill : Skill
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{
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public decimal Reference1 { get; set; } = 0;
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public decimal Reference2 { get; set; } = 0;
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public decimal Reference3 { get; set; } = 0;
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public decimal Reference4 { get; set; } = 0;
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public decimal Reference5 { get; set; } = 0;
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public decimal Reference6 { get; set; } = 0;
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public decimal Reference7 { get; set; } = 0;
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public decimal Reference8 { get; set; } = 0;
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public decimal Reference9 { get; set; } = 0;
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public decimal Reference10 { get; set; } = 0;
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public PassiveSkill()
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{
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Active = false;
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}
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}
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}
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@ -1,33 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Security.Policy;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class Room
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{
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public int Id { get; set; }
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public string Roomid { get; set; } = "";
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public DateTime Time { get; set; } = DateTime.Now;
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public Hashtable PlayerList { get; set; } = new Hashtable();
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public User? RoomMaster { get; set; }
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public int RoomType { get; set; }
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public int RoomState { get; set; }
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public GameStatistics? Statistics { get; set; } = null;
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public Room(User? master = null)
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{
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if (master != null) RoomMaster = master;
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}
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public Room(string roomid, User? master = null)
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{
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Roomid = roomid;
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if (master != null) RoomMaster = master;
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}
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}
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}
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@ -1,17 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public abstract class Skill
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{
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public int Id { get; set; }
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public string Name { get; set; } = "";
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public string Describe { get; set; } = "";
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public char Key { get; set; }
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public bool Active { get; set; }
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}
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}
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@ -1,23 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class Stock
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{
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public int Id { get; set; }
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public string Name { get; set; } = "";
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public User? User { get; set; } = null;
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public Hashtable? Characters { get; set; } = new Hashtable();
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public Hashtable? Items { get; set; } = new Hashtable();
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public Stock()
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{
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}
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}
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}
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@ -1,44 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class User
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{
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public int Id { get; set; }
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public string Userame { get; set; } = "";
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public string Password { get; set; } = "";
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public DateTime RegTime { get; set; }
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public DateTime LastTime { get; set; }
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public string Email { get; set; } = "";
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public string NickName { get; set; } = "";
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public bool IsAdmin { get; set; } = false;
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public bool IsOperator { get; set; } = false;
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public bool IsEnable { get; set; } = false;
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public int OnlineState { get; set; } = 0;
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public string Roomid { get; set; } = "";
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public int Credits { get; set; } = 0;
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public int Material { get; set; } = 0;
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public UserStatistics? Statistics { get; set; } = null;
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public Stock? Stock { get; set; } = null;
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public User()
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{
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}
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public User(string username)
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{
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Userame = username;
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}
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public User(string username, string password)
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{
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Userame = username;
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Password = password;
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}
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}
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}
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@ -1,35 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGame.Models.Entity
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{
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public class UserStatistics
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{
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public int Id { get; set; }
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public User? User { get; set; } = null;
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public Hashtable? DamageStats { get; set; } = new Hashtable();
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public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
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public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
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public Hashtable? RealDamageStats { get; set; } = new Hashtable();
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public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
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public Hashtable? KillStats { get; set; } = new Hashtable();
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public Hashtable? DeathStats { get; set; } = new Hashtable();
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public Hashtable? AssistStats { get; set; } = new Hashtable();
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public Hashtable? Plays { get; set; } = new Hashtable();
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public Hashtable? Wins { get; set; } = new Hashtable();
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public Hashtable? Loses { get; set; } = new Hashtable();
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public Hashtable? Winrates { get; set; } = new Hashtable();
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public Hashtable? RatingStats { get; set; } = new Hashtable();
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public Hashtable? EloStats { get; set; } = new Hashtable();
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public Hashtable? RankStats { get; set; } = new Hashtable();
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public UserStatistics()
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{
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}
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}
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}
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@ -80,8 +80,6 @@ namespace FunGameServer.Sockets
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{
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if (msg != "")
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SocketHelper.WriteLine(SocketHelper.GetPrefix() + "[ 客户端(" + typestring + ")] <- " + msg);
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//else
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// SocketHelper.WriteLine(SocketHelper.GetPrefix() + "-> [ 客户端(" + typestring + ")]");
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return true;
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}
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throw new Exception();
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