Add PlayFab Client endpoints
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using System.Collections.Generic;
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using System.Text.Json.Serialization;
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namespace Prospect.Server.Api.Models.Client.Data
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{
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public class FGetPlayerCombinedInfoResultPayload
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{
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// TSharedPtr<FUserAccountInfo> AccountInfo;
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/// <summary>
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/// [optional] Inventories for each character for the user.
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/// </summary>
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[JsonPropertyName("CharacterInventories")]
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[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
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public List<object> CharacterInventories { get; set; }
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// TArray<FCharacterResult> CharacterList;
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/// <summary>
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/// [optional] The profile of the players. This profile is not guaranteed to be up-to-date. For a new player, this profile will not
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/// exist.
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/// </summary>
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[JsonPropertyName("PlayerProfile")]
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[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
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public FPlayerProfileModel PlayerProfile { get; set; }
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// TArray<FStatisticValue> PlayerStatistics;
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// TMap<FString, FString> TitleData;
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// TMap<FString, FUserDataRecord> UserData;
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/// <summary>
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/// The version of the UserData that was returned.
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/// </summary>
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[JsonPropertyName("UserDataVersion")]
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[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
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public uint? UserDataVersion { get; set; }
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/// <summary>
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/// [optional] Array of inventory items in the user's current inventory.
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/// </summary>
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[JsonPropertyName("UserInventory")]
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[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
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public List<object> UserInventory { get; set; }
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// TMap<FString, FUserDataRecord> UserReadOnlyData;
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/// <summary>
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/// The version of the Read-Only UserData that was returned.
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/// </summary>
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[JsonPropertyName("UserReadOnlyDataVersion")]
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[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
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public uint? UserReadOnlyDataVersion { get; set; }
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// TMap<FString, int32> UserVirtualCurrency;
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// TMap<FString, FVirtualCurrencyRechargeTime> UserVirtualCurrencyRechargeTimes;
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}
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}
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