public Log(Agent mainTarget, LogType logType, IEnumerable <Event> events, IEnumerable <Agent> agents, IEnumerable <Skill> skills, string evtcVersion, LogTime startTime, LogTime endTime, Player pointOfView, int?language, int?gameBuild, int?gameShardId, int?mapId) { MainTarget = mainTarget; LogType = logType; EVTCVersion = evtcVersion; StartTime = startTime; EndTime = endTime; PointOfView = pointOfView; Language = language; GameBuild = gameBuild; GameShardId = gameShardId; MapId = mapId; this.events = events as Event[] ?? events.ToArray(); this.agents = agents as Agent[] ?? agents.ToArray(); this.skills = skills as Skill[] ?? skills.ToArray(); }
/// <summary> /// Creates a new instance of a <see cref="Log"/> without requiring a <see cref="LogProcessorState"/>. /// </summary> internal Log(Agent mainTarget, LogType logType, IEnumerable <Event> events, IEnumerable <Agent> agents, IEnumerable <Skill> skills, IEncounterData encounterData, GameLanguage gameLanguage, string evtcVersion, LogTime startTime, LogTime endTime, Player pointOfView, int?language, int?gameBuild, int?gameShardId, int?mapId) { MainTarget = mainTarget; LogType = logType; EncounterData = encounterData; GameLanguage = gameLanguage; EvtcVersion = evtcVersion; StartTime = startTime; EndTime = endTime; PointOfView = pointOfView; LanguageId = language; GameBuild = gameBuild; GameShardId = gameShardId; MapId = mapId; Events = events as Event[] ?? events.ToArray(); Agents = agents as Agent[] ?? agents.ToArray(); Skills = skills as Skill[] ?? skills.ToArray(); }