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using System.Collections.Generic;
using Sog;
namespace Battle
{
public class MainlandBattleInfo
{
public int mainlandScene;
public long lastReqTime;
// 同一个mainland id生成的battleInfo
public List<ProtoCSClass.BattleInfoAll> battleList = new List<ProtoCSClass.BattleInfoAll>();
}
public class BattleInfoCache
{
public long uid;
public int mainlandId;
// 一个mainland记录一个battleInfo的list, 最多同时不超过n个mainland, 超过移除最早的一组
// mainland -> List<BattleInfoAll>
public List<MainlandBattleInfo> mainlandBattle = new List<MainlandBattleInfo>();
}
public class BattleTable : IServerDataObj
{
// uid -> battleInfoCache
public Dictionary<long, BattleInfoCache> m_battleTable;
// uid -> BattleInfoAll 只记录自动挑战
public Dictionary<long, ProtoCSClass.BattleInfoAll> m_autoChallenge_battleTable;
public BattleTable()
{
m_battleTable = new Dictionary<long, BattleInfoCache>();
m_autoChallenge_battleTable = new Dictionary<long, ProtoCSClass.BattleInfoAll>();
}
public override int GetDataType()
{
return BattleDataObjType.BattleTable;
}
}
}