gameguard-client
Version:
The client-side companion to the GameGuard that communicates with the server to manage the player and their data.
53 lines (41 loc) • 2.96 kB
JavaScript
;
/**
* The structure of a message sent between the GameGuardClient and GameGuard.
*/
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
var Message =
/**
* The type of message the message is.
*
* @property {string}
*/
/**
* The contents of the message.
*
* @property {string}
*/
/**
* The timestamp of when the message was created.
*
* @property {number}
*/
/**
* @param {string} type The type of message that is being sent.
* @param {string} contents The actual contents of the message.
*/
function Message(type, contents) {
_classCallCheck(this, Message);
_defineProperty(this, "type", void 0);
_defineProperty(this, "contents", void 0);
_defineProperty(this, "timestamp", void 0);
this.type = type;
this.contents = contents;
this.timestamp = +new Date();
};
exports["default"] = Message;
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