public User(AsynchronousServerSocket server, Socket socket, ICipher cipher) : base(server, socket, cipher) { m_socket = server; }
/// <summary> /// This class encapsulates the player's client. The client contains the player's information from all /// initialized game structures. It also contains the player's passport, which contains the client's remote /// socket and variables for processing packets. /// </summary> /// <param name="server">The server that owns the client.</param> /// <param name="socket">The client's remote socket from connect.</param> /// <param name="cipher">The client's initialized cipher for packet processing.</param> public Client(AsynchronousServerSocket server, Socket socket, ICipher cipher) : base(server, socket, cipher) { Exchange = new NetDragonDHKeyExchange(); _socket = server; }
public DbAccount Account; // the player's database information /// <summary> /// This class encapsulates the player's client. The client contains the player's information from all /// initialized game structures. It also contains the player's passport, which contains the client's remote /// socket and variables for processing packets. /// </summary> /// <param name="server">The server that owns the client.</param> /// <param name="socket">The client's remote socket from connect.</param> /// <param name="cipher">The client's initialized cipher for packet processing.</param> public Client(AsynchronousServerSocket server, Socket socket, ICipher cipher) : base(server, socket, cipher) { }