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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using MemoryPack;
 
- using NetCore.Protocol;
 
- using NetCore.Protocol.MemoryPack;
 
- using Protocol.Protocol.MemoryPack.MemoryMessage;
 
- using UnityEngine;
 
- public class ClientMemoryWrap : IProtocol
 
- {
 
-     public object Deserialize(byte[] data)
 
-     {
 
-         MemoryResponse serialize = MemoryPackSerializer.Deserialize<MemoryResponse>(data);
 
-         return serialize;
 
-     }
 
-     public byte[] Serialize(object serializeObject)
 
-     {
 
-         MemoryRequest serialize = serializeObject as MemoryRequest;
 
-         byte[] data = MemoryPackSerializer.Serialize(serialize);
 
-         byte[] sendType = BitConverter.GetBytes((int)ServerType.GameServer);
 
-         byte[] sendData = new byte[data.Length + sendType.Length];
 
-         Array.Copy(sendType, 0, sendData, 0, sendType.Length);
 
-         Array.Copy(data, 0, sendData, 4, data.Length);
 
-         return sendData;
 
-     }
 
- }
 
 
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