OneShotOneKill/Assets/Script/Server/ServerClass.cs

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2026-01-07 21:27:42 +00:00
using CodeStage.AntiCheat.ObscuredTypes;
using System;
using System.Collections.Generic;
#region
[Serializable]
public class SC_ServerStatus
{
public int ContentsLock;
public string URL_ChatServer, URL_LogServer, URL_CouponServer, HotTime;
public DateTime HotTimeStart, HotTimeEnd;
}
[Serializable]
public class SC_Version
{
public string Version, VersionStatus;
}
#endregion
public class ServerData
{ // 데이터 정의
public DateTime LastTime;
#region
public ServerData()
{
LastTime = ServerInfo.ServerTime;
}
#endregion
}
#region
public class SD_PC
{
ObscuredInt _exp; public int Exp { get { return _exp; } set { _exp = value; _exp.RandomizeCryptoKey(); } }
ObscuredInt _lv; public int Lv { get { return _lv; } set { _lv = value; _lv.RandomizeCryptoKey(); } }
ObscuredInt _evolutionStar; public int Evolution { get { return _evolutionStar; } set { _evolutionStar = value; _evolutionStar.RandomizeCryptoKey(); } }
ObscuredInt _evolutionClear; public int EvolutionTestClear { get { return _evolutionClear; } set { _evolutionClear = value; _evolutionClear.RandomizeCryptoKey(); } }
public Dictionary<eStat, SD_EvolutionMax> dic_EvolutionMax = new Dictionary<eStat, SD_EvolutionMax>();
public List<uint> list_equipseal = new List<uint> { 0, 0, 0, 0, 0, 0 }; // 인장 서버 id
public List<uint> list_equipitems = new List<uint>(); // eEquipment 순서
public SD_PC()
{
Lv = 1;
Exp = EvolutionTestClear = Evolution = 0;
for (int i = 0; i < 8; i++) list_equipitems.Add(0);
}
public void Add_EvolutionMax(eStat stat)
{
if (!dic_EvolutionMax.ContainsKey(stat))
dic_EvolutionMax.Add(stat, new SD_EvolutionMax());
++dic_EvolutionMax[stat].Lv;
}
public int Get_EvolutionMax(eStat stat) { return dic_EvolutionMax.ContainsKey(stat) ? dic_EvolutionMax[stat].Lv : 0; }
}
public class SD_EvolutionMax
{
ObscuredInt _lv; public int Lv { get { return _lv; } set { _lv = value; _lv.RandomizeCryptoKey(); } }
public SD_EvolutionMax()
{
Lv = 0;
}
}
public class SD_PC_Awakening
{
ObscuredInt _lv; public int Lv { get { return _lv; } set { _lv = value; _lv.RandomizeCryptoKey(); } }
public SD_PC_Awakening()
{
Lv = 0;
}
}
public class SD_Seal
{
ObscuredUInt _id = 0; public uint TotalID { get { return _id; } set { _id = value; _id.RandomizeCryptoKey(); } }
public uint Get_Init_ID() { return ++TotalID; }
public List<SD_SealData> list_Seal = new List<SD_SealData>();
}
public class SD_SealData
{
ObscuredUInt _id; public uint ID { get { return _id; } set { _id = value; _id.RandomizeCryptoKey(); } }
ObscuredInt _tid; public int TableID { get { return _tid; } set { _tid = value; _tid.RandomizeCryptoKey(); } }
ObscuredInt _lv; public int Lv { get { return _lv; } set { _lv = value; _lv.RandomizeCryptoKey(); } }
}
public class SD_Equipment
{
ObscuredUInt _id = 0; public uint TotalID { get { return _id; } set { _id = value; _id.RandomizeCryptoKey(); } }
public uint Get_Init_ID() { return ++TotalID; }
public List<SD_EquipmentData> list_item = new List<SD_EquipmentData>();
}
public class SD_EquipmentData
{
ObscuredUInt _id; public uint ID { get { return _id; } set { _id = value; _id.RandomizeCryptoKey(); } }
ObscuredInt _tid; public int TableID { get { return _tid; } set { _tid = value; _tid.RandomizeCryptoKey(); } }
ObscuredInt _lv; public int Lv { get { return _lv; } set { _lv = value; _lv.RandomizeCryptoKey(); } }
public void Init()
{
ID = 0;
TableID = Lv = 0;
}
}
public class SD_Money
{
ObscuredInt _amount; public int Amount { get { return _amount; } set { _amount = value; _amount.RandomizeCryptoKey(); } }
}
public class SD_Card
{
ObscuredInt _amount; public int Amount { get { return _amount; } set { _amount = value; _amount.RandomizeCryptoKey(); } }
ObscuredInt _lv; public int Lv { get { return _lv; } set { _lv = value; _lv.RandomizeCryptoKey(); } }
}
public class SD_GuideQuest
{
ObscuredInt _Step;
public int Step
{
get { return _Step; }
set { _Step = value; _Step.RandomizeCryptoKey(); }
}
protected ObscuredInt _Count;
public int Count
{
get { return _Count; }
set { _Count = value; _Count.RandomizeCryptoKey(); }
}
}
#endregion
#region ->
public class SC_CommonResult
{
public int error;
public DateTime time;
}
public class SC_MyResult { public int result; }
public class SC_GetUserInfoResult
{
public bool isNewUser;
public int ReconnectSec;
public ServerData UserInfo;
public List<ServerMailData> Mail;
}
public class SC_Mail { public List<ServerMailData> Mail; }
[Serializable]
public class ServerMailData
{
public string Msg, RemainTime;
public int ItemID, Amount, IsShopItem;
public DateTime RemnantTime;
}
public class SC_GuideQuestResult { public int Step; }
#endregion