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[+] TEngineServer
[+] TEngineServer
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49
Assets/GameScripts/ThirdParty/Protobuf-net/DataFormat.cs
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49
Assets/GameScripts/ThirdParty/Protobuf-net/DataFormat.cs
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namespace ProtoBuf
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{
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/// <summary>
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/// Sub-format to use when serializing/deserializing data
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/// </summary>
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public enum DataFormat
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{
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/// <summary>
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/// Uses the default encoding for the data-type.
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/// </summary>
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Default,
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/// <summary>
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/// When applied to signed integer-based data (including Decimal), this
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/// indicates that zigzag variant encoding will be used. This means that values
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/// with small magnitude (regardless of sign) take a small amount
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/// of space to encode.
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/// </summary>
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ZigZag,
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/// <summary>
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/// When applied to signed integer-based data (including Decimal), this
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/// indicates that two's-complement variant encoding will be used.
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/// This means that any -ve number will take 10 bytes (even for 32-bit),
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/// so should only be used for compatibility.
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/// </summary>
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TwosComplement,
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/// <summary>
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/// When applied to signed integer-based data (including Decimal), this
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/// indicates that a fixed amount of space will be used.
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/// </summary>
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FixedSize,
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/// <summary>
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/// When applied to a sub-message, indicates that the value should be treated
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/// as group-delimited.
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/// </summary>
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Group,
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/// <summary>
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/// When applied to members of types such as DateTime or TimeSpan, specifies
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/// that the "well known" standardized representation should be use; DateTime uses Timestamp,
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///
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/// </summary>
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WellKnown
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}
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}
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