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using Google.Protobuf;
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using Google.Protobuf.WellKnownTypes;
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using ServerCore;
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using ServerBase;
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using ServerCommon;
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using ServerCommon.BusinessLogDomain;
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using MetaAssets;
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namespace GameServer;
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public class BattleSnapShotBusinessLog : ILogInvokerEx
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{
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private BattleSnapshotLogInfo m_info;
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public BattleSnapShotBusinessLog(BattleInstanceRoom battleInstanceRoom, string loadType): base(LogDomainType.BattleSnapshot)
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{
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m_info = createBattleSnapshotLogInfo(this, battleInstanceRoom, loadType);
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}
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public override bool hasLog()
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{
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return true;
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}
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protected override void fillup(ref BusinessLog.LogBody body)
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{
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body.append(m_info);
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}
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public BattleSnapshotLogInfo createBattleSnapshotLogInfo(ILogInvokerEx parent, BattleInstanceRoom battleInstanceRoom, string loadType)
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{
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var room_id = battleInstanceRoom.m_instance_room.getMap().m_room_id;
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BattleSnapshotLogInfo info = new(parent, room_id, loadType);
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var attribute = battleInstanceRoom.getEntityAttribute<BattleInstanceSnapshotAttribute>();
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if (attribute is null)
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{
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ServerCore.Log.getLogger().warn($"attribute is null so return empty battleInstanceRoom.roomId() : {room_id}");
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return info;
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}
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info.m_play_mode = battleInstanceRoom.m_play_mode;
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info.m_battle_instance_event_start_time = battleInstanceRoom.m_battle_instance_event_start_time;
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info.m_pod_combat_reward_group_id = battleInstanceRoom.m_pod_combat_reward_group_id;
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info.m_pod_combat_ffa_id = battleInstanceRoom.m_pod_combat_ffa_id;
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info.m_hot_time_reward = battleInstanceRoom.m_hot_time_reward;
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info.m_round_count = battleInstanceRoom.m_round_count;
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info.m_respawns = attribute.m_combat_pod_mode.m_respawns;
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info.m_pod_storages = attribute.m_combat_pod_mode.m_pod_storages;
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info.m_pod_combat = attribute.m_combat_pod_mode.m_pod_combat;
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info.m_pickup_pods = attribute.m_combat_pod_mode.m_pickup_pods;
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info.m_pickup_pod_generated_info.AddRange(attribute.m_combat_pod_mode.m_pickup_pod_generated_info.Values);
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info.m_weapons = attribute.m_combat_pod_mode.m_weapons;
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info.m_buffs = attribute.m_combat_pod_mode.m_buffs;
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info.m_round_state_type = attribute.m_combat_pod_mode.m_round_state_type;
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info.m_current_round = attribute.m_combat_pod_mode.m_current_round;
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info.m_current_state_start_time = attribute.m_combat_pod_mode.m_current_state_start_time;
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info.m_charged_step = attribute.m_combat_pod_mode.m_charged_step;
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info.m_rewarded_step = attribute.m_combat_pod_mode.m_rewarded_step;
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info.m_tactical_board = attribute.m_combat_pod_mode.m_tactical_board;
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return info;
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}
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}
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