<?xml version="1.0"?>
<doc>
    <assembly>
        <name>GameAnvil.Connector</name>
    </assembly>
    <members>
        <member name="T:GameAnvil.Defines.AlreadyLoginedUserInfo">
            <summary>
            인증 성공 시점에 서버에 남아있는 로그인된 유저정보
            </summary>
        </member>
        <member name="M:GameAnvil.Defines.AlreadyLoginedUserInfo.#ctor(System.String,System.Int32,System.Int32,System.String,System.String)">
            <summary>
            로그인 유저 정보 생성
            </summary>
            <param name="serviceName">서비스 이름</param>
            <param name="userId">유저 아이디</param>
            <param name="subId">서브 아이디</param>
            <param name="userType">유저 타입</param>
            <param name="channelId">채널 아이디</param>
        </member>
        <member name="P:GameAnvil.Defines.AlreadyLoginedUserInfo.ServiceName">
            <summary>
            서버에서 설정한 서비스 이름
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.AlreadyLoginedUserInfo.UserID">
            <summary>
            유저 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.AlreadyLoginedUserInfo.SubId">
            <summary>
            서브 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.AlreadyLoginedUserInfo.UserType">
            <summary>
            서버에서 설정한 유저 타입
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.AlreadyLoginedUserInfo.ChannelId">
            <summary>
            채널 아이디
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.AuthenticationResult">
            <summary>
            인증 호출 시 서버의 유저 정보
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.AuthenticationResult.LoginUserInfoList">
            <summary>
            인증 성공 시점에 서버에 남아있는 로그인된 유저정보 목록
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.AuthenticationResult.Message">
            <summary>
            응답 메시지
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.AuthenticationResult.Payload">
            <summary>
            추가 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ChannelCountResult">
            <summary>
            채널의 유저 수와 방 수 응답
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.ChannelCountResult.ChannelId">
            <summary>
            채널 아이디 반환
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.ChannelCountResult.UserCount">
            <summary>
            채널의 유저 수 반환
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.ChannelCountResult.RoomCount">
            <summary>
            채널의 방 수 반환
            </summary>
        </member>
        <member name="M:GameAnvil.Defines.ChannelCountResult.#ctor(System.String,System.Int32,System.Int32)">
            <summary>
            채널 생성자
            </summary>
            <param name="channelId">채널 아이디</param>
            <param name="userCount">유저 수</param>
            <param name="roomCount">방 수</param>
        </member>
        <member name="T:GameAnvil.Defines.ChannelInfoResult">
            <summary>
            채널 정보의 응답값
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.ChannelInfoResult.ChannelInfo">
            <summary>
            채널의 아이디, 추가 정보 목록
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.CreatedRoomResult">
            <summary>
            방을 만들었을때 서버의 응답값
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.CreatedRoomResult.RoomId">
            <summary>
            생성한 방의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.CreatedRoomResult.RoomName">
            <summary>
            생성한 방의 이름
            <para />
            아이디로 만들었을 때는 null
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.CreatedRoomResult.Payload">
            <summary>
            추가 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ID">
            <summary>
            아이지 정의 클래스
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ID.EMPTY">
            <summary>
            기본감 0 상수 정의
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCode">
            <summary>
            결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.HANDLER_NOT_EXIST">
            <summary>
            서버에 핸들러 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.HANDLER_ERROR">
            <summary>
            서버의 핸들러에서 예외 발생.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCode.SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeConnect">
            <summary>
            Connect() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeConnect.CONNECT_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeConnect.CONNECT_FAIL">
            <summary>
            실패
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeConnect.CONNECT_ALREADY_CONNECTED">
            <summary>
            실패. 이미 연결되어있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeConnect.CONNECT_ALREADY_REQUEST">
            <summary>
            실패. 이미 연결 시도중임
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeConnect.CONNECT_FAIL_INVALID_IP">
            <summary>
            실패. 잘못된 IP 입력
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeAuth">
            <summary>
            Authenticate() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.AUTH_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.AUTH_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAuth.AUTH_FAIL_INVALID_ACCOUNT_ID">
            <summary>
            실패. 잘못된 인증 계정 아이디
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeCreateRoom">
            <summary>
            CreateRoom() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.CREATE_ROOM_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.CREATE_ROOM_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.CREATE_ROOM_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 방에 들어가 있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.CREATE_ROOM_FAIL_CREATE_ROOM_ID">
            <summary>
            실패. 방 아이디 발급 실패
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeCreateRoom.CREATE_ROOM_FAIL_CREATE_ROOM">
            <summary>
            실패. 방 생성 실패
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeChannelInfo">
            <summary>
            GetChannelInfo() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.CHANNEL_INFO_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.CHANNEL_INFO_FAIL_NO_CHANNEL_INFO">
            <summary>
            실패. 채널 정보를 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.CHANNEL_INFO_FAIL_INVALID_SERVICE_ID">
            <summary>
            실패. 잘못된 서비스 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.CHANNEL_INFO_FAIL_INVALID_CHANNEL_ID">
            <summary>
            실패. 잘못된 채널 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelInfo.CHANNEL_INFO_FAIL_CHANNEL_NOT_FOUND">
            <summary>
            실패. 채널을 찾을 수 없음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeAllChannelInfo">
            <summary>
            GetAllChannelInfo() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.ALL_CHANNEL_INFO_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.ALL_CHANNEL_INFO_FAIL_NO_CHANNEL_INFO">
            <summary>
            실패. 채널 정보를 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.ALL_CHANNEL_INFO_FAIL_INVALID_SERVICE_ID">
            <summary>
            실패. 잘못된 서비스 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelInfo.ALL_CHANNEL_INFO_FAIL_CHANNEL_NOT_FOUND">
            <summary>
            실패. 채널을 찾을 수 없음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeChannelCountInfo">
            <summary>
            GetChannelCountInfo() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.CHANNEL_COUNT_INFO_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.CHANNEL_COUNT_INFO_FAIL_NO_CHANNEL_INFO">
            <summary>
            실패. 채널 정보를 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.CHANNEL_COUNT_INFO_FAIL_INVALID_SERVICE_ID">
            <summary>
            실패. 잘못된 서비스 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.CHANNEL_COUNT_INFO_FAIL_INVALID_CHANNEL_ID">
            <summary>
            실패. 잘못된 채널 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelCountInfo.CHANNEL_COUNT_INFO_FAIL_CHANNEL_NOT_FOUND">
            <summary>
            실패. 채널을 찾을 수 없음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeAllChannelCountInfo">
            <summary>
            GetAllChannelCountInfo() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.ALL_CHANNEL_COUNT_INFO_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.ALL_CHANNEL_COUNT_INFO_FAIL_NO_CHANNEL_INFO">
            <summary>
            실패. 채널 정보를 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.ALL_CHANNEL_COUNT_INFO_FAIL_INVALID_SERVICE_ID">
            <summary>
            실패. 채널 정보를 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeAllChannelCountInfo.ALL_CHANNEL_COUNT_INFO_FAIL_CHANNEL_NOT_FOUND">
            <summary>
            실패. 채널을 찾을 수 없음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeChannelList">
            <summary>
            GetChannelList() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelList.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelList.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelList.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelList.CHANNEL_LIST_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeChannelList.CHANNEL_LIST_FAIL_NO_CHANNEL_LIST">
            /// <summary>
            실패. 채널 목록을 찾을 수 없음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeJoinRoom">
            <summary>
            JoinRoom() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.JOIN_ROOM_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.JOIN_ROOM_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.JOIN_ROOM_FAIL_ROOM_DOES_NOT_EXIST">
            <summary>
            실패. 방이 존재하지 않음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.JOIN_ROOM_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 방에 들어가 있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.JOIN_ROOM_FAIL_ALREADY_FULL">
            <summary>
            실패. 이미 방의 인원수가 차있을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeJoinRoom.JOIN_ROOM_FAIL_ROOM_MATCH">
            <summary>
            실패. 룸매치 메이킹에서 문제가 발생할 경우
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeLeaveRoom">
            <summary>
            LeaveRoom() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLeaveRoom.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLeaveRoom.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLeaveRoom.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLeaveRoom.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLeaveRoom.LEAVE_ROOM_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLeaveRoom.LEAVE_ROOM_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeLogin">
            <summary>
            Login() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_NOT_EXIST_NODE">
            <summary>
            실패. 노드가 존재하지 않음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_TIMEOUT_GAME_SERVER">
            <summary>
            실패. 게임서버가 응답하지 않음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_INVALID_SERVICEID">
            <summary>
            실패. 잘못된 서비스 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_INVALID_USERTYPE">
            <summary>
            실패. 잘못된 유저 타입
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_INVALID_USERID">
            <summary>
            실패. 잘못된 유저 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_INVALID_SUB_ID">
            <summary>
            실패. 잘못된 서브아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_INVALID_CHANNEL_ID">
            <summary>
            실패. 잘못된 채널 아이디
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_LOGINED_OTHER_SERVICE">
            <summary>
            실패. 다른 서비스에 로그인 되어있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_LOGINED_OTHER_CHANNEL">
            <summary>
            실패. 다른 채널에 로그인 되어있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_LOGINED_OTHER_USER_TYPE">
            <summary>
            실패. 동일 계정 아이디로 다른 유저타입이 로그인 되어있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogin.LOGIN_FAIL_LOGINED_OTHER_DEVICE">
            <summary>
            실패. 동일 계정 아이디로 다른 기기 식별용 고유 아이디가 로그인 되어있음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeLogout">
            <summary>
            Logout() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogout.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogout.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogout.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogout.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogout.LOGOUT_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeLogout.LOGOUT_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMatchUserCancel">
            <summary>
            MatchUserCancel() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.MATCH_USER_CANCEL_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.MATCH_USER_CANCEL_FAIL">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.MATCH_USER_CANCEL_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 매칭이 이루어짐
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserCancel.MATCH_USER_CANCEL_FAIL_NOT_IN_PROGRESS">
            <summary>
            실패, 매칭이 진행중이지 않은 경우
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMatchPartyStart">
            <summary>
            MatchPartyStart() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.MATCH_PARTY_START_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.MATCH_PARTY_START_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyStart.MATCH_PARTY_START_FAIL_PARTY_MATCH_WEIRD">
            <summary>
            실패. 파티매칭을 요청할 때, 방이 파티매칭용 방이 아닌경우
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMatchRoom">
            <summary>
            MatchRoom() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_ROOM_DOES_NOT_EXIST">
            <summary>
            실패. 방이 존재하지 않음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 방에 들어가 있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_LEAVE_ROOM">
            <summary>
            실패. 방 이동 기능으로 매칭시킬 때, 기존방에서 나가기가 실패한 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_IN_PROGRESS">
            <summary>
            실패. 이미 매치 매이킹이 진행중인 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_MATCHED_ROOM_DOES_NOT_EXIST">
            <summary>
            실패. 조건에 맞는 방을 찾아 방에 참가 시키는 도중, 방이 사라짐
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_CREATE_FAILED_ROOM_ID">
            <summary>
            실패. RoomId 생성이 실패하였을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_CREATE_FAILED_ROOM">
            <summary>
            실패. 방 생성이 실패하였을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_INVALID_ROOM_ID">
            <summary>
            실패. 잘못된 룸아이디가 사용되었을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_INVALID_NODE_ID">
            <summary>
            실패. 잘못된 노드아이디가 사용되었을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_INVALID_USER_ID">
            <summary>
            실패. 잘못된 유저아이디가 사용되었을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_MATCHED_ROOM_NOT_FOUND">
            <summary>
            실패. 매칭을 진행하였으나, 방을 찾지 못함
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_INVALID_MATCHING_USER_CATEGORY">
            <summary>
            실패. 잘못된 매칭 유저 카테고리를 사용하였을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_MATCHING_USER_CATEGORY_EMPTY">
            <summary>
            실패. 매칭룸에서 유저 카테고리 사이즈가 0일 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_BASE_ROOM_MATCH_FORM_NULL">
            <summary>
            실패. 매칭 신청서가 널 일 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchRoom.MATCH_ROOM_FAIL_BASE_ROOM_MATCH_INFO_NULL">
            <summary>
            실패. 매칭 정보가 널 일 경우
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMatchPartyCancel">
            <summary>
            MatchPartyCancel() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.MATCH_PARTY_CANCEL_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.MATCH_PARTY_CANCEL_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.MATCH_PARTY_CANCEL_FAIL_PARTY_MATCH_WEIRD">
            <summary>
            실패. 파티매칭을 취소할 때, 방이 파티매칭용 방이 아닌경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.MATCH_PARTY_CANCEL_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패, 파티매칭을 취소할 때, 이미 방에 입장해 있는 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchPartyCancel.MATCH_PARTY_CANCEL_FAIL_NOT_IN_PROGRESS">
            <summary>
            실패, 파티매칭 진행 중이 아닌데 취소하려고 할 때
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMatchUserDone">
            <summary>
            MatchUserDone() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.MATCH_USER_DONE_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.MATCH_USER_DONE_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨(조건에 맞는 방을 찾지 못함)
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.MATCH_USER_DONE_FAIL_ROOM_DOES_NOT_EXIST">
            <summary>
            실패. 조건에 맞는 방을 찾아 방에 참가 시키는 도중, 방이 사라짐
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.MATCH_USER_DONE_FAIL_TRANSFER">
            <summary>
            실패. 조건에 맞는 방을 찾아 방에 참가 시키는 도중, 방에 참가하기 위해 transfer 하는 과정에서 실패함
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserDone.MATCH_USER_DONE_FAIL_CREATE_ROOM">
            <summary>
            실패. 방 생성 실패
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMatchUserStart">
            <summary>
            MatchUserStart() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.MATCH_USER_START_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.MATCH_USER_START_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMatchUserStart.MATCH_USER_START_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 방에 들어가 있음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeMoveChannel">
            <summary>
            MoveChannel() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.MOVE_CHANNEL_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.MOVE_CHANNEL_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.MOVE_CHANNEL_FAIL_NODE_NOT_FOUND">
            <summary>
            실패. 채널 노드를 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.MOVE_CHANNEL_FAIL_ALREADY_JOINED_CHANNEL">
            <summary>
            실패. 이미 요청한 채널에 있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeMoveChannel.MOVE_CHANNEL_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 방에 입장하여 채널 이동을 할 수 없음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeNamedRoom">
            <summary>
            NamedRoom() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.NAMED_ROOM_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.NAMED_ROOM_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.NAMED_ROOM_FAIL_ROOM_DOES_NOT_EXIST">
            <summary>
            실패. 방 생성이 실패하여 방을 찾을 수 없음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.NAMED_ROOM_FAIL_ALREADY_JOINED_ROOM">
            <summary>
            실패. 이미 방에 들어가 있음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.NAMED_ROOM_FAIL_INVALID_ROOM_NAME">
            <summary>
            실패. 잘못된 방 이름을 보냈을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeNamedRoom.NAMED_ROOM_FAIL_CREATE_ROOM">
            <summary>
            실패. 방 생성 실패
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeSnapshot">
            <summary>
            Snapshot() 결과 코드
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSnapshot.PARSE_ERROR">
            <summary>
            패킷 파싱 에러.
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSnapshot.TIMEOUT">
            <summary>
            타임 아웃
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSnapshot.SYSTEM_ERROR">
            <summary>
            서버 시스템 에러
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSnapshot.INVALID_PROTOCOL">
            <summary>
            서버에 등록되지 않은 프로토콜
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSnapshot.SNAPSHOT_SUCCESS">
            <summary>
            성공
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSnapshot.SNAPSHOT_FAIL_CONTENT">
            <summary>
            실패. 컨텐츠에서 거부됨
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeDisconnect">
            <summary>
            연결 해제가 된 이유
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_SYSTEM_ERROR">
            <summary>
            시스템 오류로 인한 강제 종료<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_BASE_CONNECTION">
            <summary>
            서버에서 BaseConnection의 close() 호출
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_BASE_USER">
            <summary>
            서버에서 BaseUser의 closeConnection() 호출
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_ADMIN_KICK">
            <summary>
            어드민에서 강제 종료
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_INVALID_NODE">
            <summary>
            GameNode가 INVALID 상태로 변경된 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_USER_TRANSFER_FAIL">
            <summary>
            유저 트렌스퍼가 실패한 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_USER_TRANSFER_ERROR">
            <summary>
            유저 트렌스퍼중 시스템 에러가 발생한 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_AUTHENTICATION_FAIL">
            <summary>
            인증 실패로 인한 강제 종료
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_AUTHENTICATION_FAIL_EMPTY_ACCOUNT_ID">
            <summary>
            인증 실패로 인한 강제 종료 - 계정 아이디가 없을 경우
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_DUPLICATE_LOGIN">
            <summary>
            중복접속으로 인한 강제 종료
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_BY_NEW_CONNECTION">
            <summary>
            같은 계정 정보로 새로운 로그인 요청이 들어온 경우<para></para>
            네트워크 순단 등으로 재접속을 하면 이전의 접속을 종료하면서 이 코드를 사용<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_DISCONNECT_ALARM_FROM_CLIENT">
            <summary>
            클라이언트와의 연결 끊김을 감지할 경우<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_DISCONNECT_ALARM_NOT_FIND_SESSION">
            <summary>
            세션을 찾을 수 없는 경우<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_CHECK_CLIENT_STATE_FAIL">
            <summary>
            클라이언트가 서버의 상태 체크에 응답을 하지 않은 경우<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.FORCE_CLOSE_GHOST_USER">
            <summary>
            고스트 유저인 경우<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.SOCKET_DISCONNECT">
            <summary>
            네트워크 연결이 끊어짐
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.SOCKET_TIME_OUT">
            <summary>
            타임아웃이 발생, 컨넥터에서 연결을 끊음
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeDisconnect.SOCKET_ERROR">
            <summary>
            소켓 에러가 발생하여 연결을 끊음
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.ResultCodeSessionClose">
            <summary>
            세션이이 닫히게 된 이유
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSessionClose.SESSION_CLOSE_BASE_USER">
            <summary>
            서버에서 BaseUser의 closeSession() 호출
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSessionClose.SESSION_CLOSE_ADMIN_KICK">
            <summary>
            어드민에서 강제 종료
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSessionClose.SESSION_CLOSE_DUPLICATE_LOGIN">
            <summary>
            중복접속으로 인한 강제 종료
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSessionClose.SESSION_CLOSE_BY_NEW_CONNECTION">
            <summary>
            같은 계정 정보로 새로운 로그인 요청이 들어온 경우<para></para>
            네트워크 순단 등으로 재접속을 하면 이전의 접속을 종료하면서 이 코드를 사용<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSessionClose.SESSION_CLOSE_DISCONNECT_ALARM_FROM_CLIENT">
            <summary>
            클라이언트와의 연결 끊김을 감지할 경우<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ResultCodeSessionClose.SESSION_CLOSE_DISCONNECT_ALARM_NOT_FIND_SESSION">
            <summary>
            세션을 찾을 수 없는 경우<para></para>
            일반적으로 클라이언트에서 이 코드를 받을 일은 거의 없으며, 이 코드를 받았다면 GameAnvil 개발팀에 문의 필요
            </summary>
        </member>
        <member name="M:GameAnvil.Defines.ErrorResult.New``2(``0,``1)">
            <summary>
            (내부용) 새로운 오류 반환 클래스를 생성
            </summary>
            <typeparam name="TErrorCode"></typeparam>
            <typeparam name="TResult"></typeparam>
            <param name="errorCode"></param>
            <param name="data"></param>
            <returns></returns>
        </member>
        <member name="T:GameAnvil.Defines.ErrorResult`2">
            <summary>
            오류와 응답 값의 쌍 목록
            <code>
            var (err, res) = work() 
            </code>
            위와 같은 형식으로 응답받을 수 있다
            </summary>
            <typeparam name="TErrorCode">오류 타입</typeparam>
            <typeparam name="TData">값 타입</typeparam>
        </member>
        <member name="F:GameAnvil.Defines.ErrorResult`2.ErrorCode">
            <summary>
            오류 정보
            </summary>
        </member>
        <member name="F:GameAnvil.Defines.ErrorResult`2.Data">
            <summary>
            응답 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.JoinRoomResult">
            <summary>
            방에 입장했을 때 결과 정보
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.JoinRoomResult.RoomId">
            <summary>
            입장한 방의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.JoinRoomResult.RoomName">
            <summary>
            입장한 방의 이름
            이름을 설정하지 않은 방일 때는 null 일 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.JoinRoomResult.Payload">
            <summary>
            추가 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.LoginResult">
            <summary>
            로그인 유저 정보 
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.UserId">
            <summary>
            로그인한 유저의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.UserType">
            <summary>
            로그인한 유저의 타입
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.ServiceName">
            <summary>
            로그인한 서비스의 이름
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.ChannelId">
            <summary>
            로그인한 채널의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.Payload">
            <summary>
            서버로부터 받은 추가정보
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.IsRelogined">
            <summary>
            재로그인 여부
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.IsJoinedRoom">
            <summary>
            방에 속해있는지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.RoomId">
            <summary>
            유저가 속한 방의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.RoomName">
            <summary>
            유저가 속한 방의 이름
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.RoomPayload">
            <summary>
            유저가 속한 방의 추가정보
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.IsMatching">
            <summary>
            매칭을 요청한 상태인지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LoginResult.InitSync">
            <summary>
            동기화 데이터
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LogoutResult.Force">
            <summary>
            사용하지 않음
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.LogoutResult.Payload">
            <summary>
            추가 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.MatchResult">
            <summary>
            매칭이 성공하였을 때 응답
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MatchResult.IsCancel">
            <summary>
            취소 여부
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MatchResult.RoomId">
            <summary>
            방의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MatchResult.RoomName">
            <summary>
            입장한 방의 이름
            이름을 설정하지 않은 방일 때는 null 일 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MatchResult.Created">
            <summary>
            새로운 생성하였는지 여부
            <para />
            true: 새로운 방에 입장
            <para />
            false: 기존 방에 입장
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MatchResult.Payload">
            <summary>
            추가정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.MoveChannelResult">
            <summary>
            채널 이동 알림 결과 응답
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MoveChannelResult.Force">
            <summary>
            값이 true 일 때 클라이언트의 요청이 아닌 서버에서 채널 이동 알림
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MoveChannelResult.ChannelId">
            <summary>
            옮긴 채널의 아이디
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.MoveChannelResult.Payload">
            <summary>
            추가 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Defines.NamedRoomResult">
            <summary>
            이름 있는 방에 입장했을때의 결과
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.NamedRoomResult.Created">
            <summary>
            새로운 생성하였는지 여부
            <para />
            true: 새로운 방에 입장
            <para />
            false: 기존 방에 입장
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.NamedRoomResult.RoomId">
            <summary>
            방의 정보
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.NamedRoomResult.RoomName">
            <summary>
            방의 이름
            서버의 설정으로 null 일 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.Defines.NamedRoomResult.Payload">
            <summary>
            추가 정보
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.InvalidServiceName">
            <summary>
            서버에 등록되지 않은 서비스이름을 사용하는 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.InvalidServeiceId">
            <summary>
            알 수 없는 서비스아이디를 전달받은 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.InvalidSubId">
            <summary>
            0 값이나 알수 없는 서브아이디를 전달받은 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.InvalidProtocol">
            <summary>
            등록하지 않은 프로토콜을 사용하는 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.ParseInvalidProtocol">
            <summary>
            프로토콜파싱이 실패하는 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.InvalidProtocolId">
            <summary>
            프로토콜 Id가 사용가능한 범위 밖일 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.NotConnected">
            <summary>
            서버와 연결을 하지 않고 연결이 필요한 API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.NotAuthenticated">
            <summary>
            서버에 인증 처리 하지 않고 인증이 필요한 API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.NotLoggedIn">
            <summary>
            서버에 로그인 하지 않고 로그인이 필요한 API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.MatchUserInProgress">
            <summary>
            유저 매칭이 진행중일 때 유저 매칭을 취소하는 MatchUserCancel() 이외의 API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.MatchPartyInProgress">
            <summary>
            파티 매칭이 진행중일 때 파티매칭을 취소하는 MatchPartyCancel() 이외의 API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.MatchUserNotInProgress">
            <summary>
            유저 매칭이 진행중이 아닐 때 유저 매칭 취소하는 MatchUserCancel() API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.Exceptions.MatchPartyNotInProgress">
            <summary>
            파티 매칭이 진행중이 아닐 때 파티매칭을 취소하는 MatchPartyCancel() API를 호출했을 경우 발생
            </summary>
        </member>
        <member name="T:GameAnvil.GameAnvilConfig">
            <summary>
            커넥터 환경 설정 클래스
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConfig.DefaultRequestTimeoutMillis">
            <summary>
            타임아웃 기본 대기시간 설정(단위 : 밀리 초, 기본값 3000)
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConfig.PacketTimeoutMillis">
            <summary>
            패킷이 지정된 시간안에 업데이트 되지 않으면 연결이 끊겼다고 판단
            <para />
            pingInterval 값보다 보다 높게 설정해야 한다
            <para />
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConfig.NoTimeout">
            <summary>
            (내부용) 엔진에서 종료시 처리할 타임이웃을 사용하지 않는지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConfig.PingIntervalMillis">
            <summary>
            서버와의 연결을 확인하기 위해 Ping 메시지를 보내는 주기 설정 (0일 경우 사용 안함)
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConfig.UseIPv6">
            <summary>
            접속시 IPv6 주소로 변환 여부 (기본값 : false)
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConfig.UseSocketNoDelay">
            <summary>
            소켓의 Nodelay 사용 여부 (기본값 : true)
            </summary>
        </member>
        <member name="T:GameAnvil.GameAnvilConnector">
            <summary>
            커넥터는 GameAnvil 커넥터를 사용하기 위한 기본 클래스
            기본 설정과 에이전트의 관리를 담당
            또 내부 동작과 관련된 로그를 볼수 있도록 대리자를 등록할 수 있음
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilConnector.OnDisconnect">
            <summary>
            서버로부터 연결이 끊어졌다는 알림을 받았거나 서버와 연결이 끊어졌을 때 호출될 이벤트
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilConnector.OnException">
            <summary>
            커넥터 연결 중 예외가 발생했을 때 호출될 이벤트
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.#ctor">
            <summary>
            새로운 커넥터를 생성
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.IsAuthenticated">
            <summary>
            인증 여부를 반환 Authenticate 를 호출했다면 true, 아니라면 false 
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.Host">
            <summary>
             <see cref="M:GameAnvil.GameAnvilConnector.Connect"/> 메서드 호출 시 사용할 주소
            <see cref="M:GameAnvil.GameAnvilConnector.Connect"/> 메서드와 <see cref="M:GameAnvil.GameAnvilConnector.Connect(System.String,System.Int32)"/> 중 편한 방향을 선택할 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.Port">
            <summary>
            <see cref="M:GameAnvil.GameAnvilConnector.Connect"/> 메서드 를 선택했을 때 사용할 포트
            <see cref="M:GameAnvil.GameAnvilConnector.Connect"/> 메서드와 <see cref="M:GameAnvil.GameAnvilConnector.Connect(System.String,System.Int32)"/> 중 편한 방향을 선택할 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.DeviceId">
            <summary>
            <see cref="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)"/> 메서드를 선택했을 떄 사용할 기기 고유 번호
            <see cref="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)"/> 메서드와 <see cref="M:GameAnvil.GameAnvilConnector.Authentication(System.String,System.String,System.String,GameAnvil.Payload)"/> 중 편한 방향을 선택할 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.AccountId">
            <summary>
            <see cref="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)"/> 메서드를 선택했을 떄 사용할 계정 아이디
            <see cref="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)"/> 메서드와 <see cref="M:GameAnvil.GameAnvilConnector.Authentication(System.String,System.String,System.String,GameAnvil.Payload)"/> 중 편한 방향을 선택할 수 있다
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.Password">
            <summary>
            <see cref="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)"/> 메서드를 선택했을 떄 사용할 비밀번호
            <see cref="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)"/> 메서드와 <see cref="M:GameAnvil.GameAnvilConnector.Authentication(System.String,System.String,System.String,GameAnvil.Payload)"/> 중 편한 방향을 선택할 수 있다
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Connect">
            <summary>
            대상 서버로 연결
            미리 <see cref="P:GameAnvil.GameAnvilConnector.Host"/> 와 <see cref="P:GameAnvil.GameAnvilConnector.Port"/> 가 대입 되어 있어야 한다
            </summary>
            <exception cref="T:System.ArgumentException">주소가 null</exception>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Authentication(GameAnvil.Payload)">
            <summary>
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.Authentication(System.String,System.String,System.String,GameAnvil.Payload)"/>
            미리 <see cref="P:GameAnvil.GameAnvilConnector.DeviceId"/>, <see cref="P:GameAnvil.GameAnvilConnector.AccountId"/>, <see cref="P:GameAnvil.GameAnvilConnector.Password"/> 값이 설정되어 있어야 한다
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.ConnectAndAuthentication(GameAnvil.Payload)">
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.ConnectSecureAndAuthentication(System.String,System.Int32,System.String,System.String,System.String,GameAnvil.Payload)"/>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.ConnectAndAuthentication(System.String,System.Int32,System.String,System.String,System.String,GameAnvil.Payload)">
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.ConnectSecureAndAuthentication(System.String,System.Int32,System.String,System.String,System.String,GameAnvil.Payload)"/>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.ConnectSecureAndAuthentication(System.String,System.Int32,System.String,System.String,System.String,GameAnvil.Payload)">
            <summary>
            연결과 인증을 한번에 진행
            </summary>
            <param name="ipOrHost">연결할 주소</param>
            <param name="port">포트</param>
            <param name="deviceId">디바이스 고유 값</param>
            <param name="accountId">계정 아이디</param>
            <param name="password">비밀번호</param>
            <param name="payload">추가 인자</param>
            <returns>인증 반환값</returns>
            <exception cref="T:System.ArgumentException">인자가 null 혹은 빈문자열</exception>
            <exception cref="T:System.ArgumentNullException">인자가 null</exception>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Authentication(System.String,System.String,System.String,GameAnvil.Payload)">
            <summary>
            게임 서버에 연결 후 클라이언트 인증 시 호출
            </summary>
            <param name="deviceId">기기 아이디</param>
            <param name="accountId">계정 명</param>
            <param name="password">비밀번호</param>
            <param name="payload">추가 데이터</param>
            <returns>인증 성공 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.SetMessageCallback``1(System.Action{GameAnvil.GameAnvilConnector,GameAnvil.Defines.ResultCode,``0})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 메서드를 지정
            <para />
            만약 이미 있다면 삭제하고 인자로 받은 메서드를 사용
            <para />
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 않을 수 있음
            </summary>
            <typeparam name="TProtoBuffer"></typeparam>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.SetMessageCallback``1(System.Func{GameAnvil.GameAnvilConnector,GameAnvil.Defines.ResultCode,``0,System.Threading.Tasks.Task})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 함수를 지정합니다
            만약 이미 있다면 삭제하고 인자로 받은 함수를 사용합니다
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 읺을 수 있음
            </summary>
            <typeparam name="TProtoBuffer"></typeparam>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.SetMessageCallback``1(Google.Protobuf.Reflection.MessageDescriptor,System.Action{GameAnvil.GameAnvilConnector,GameAnvil.Defines.ResultCode,``0})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 메서드를 지정
            <para />
            만약 이미 있다면 삭제하고 인자로 받은 메서드를 사용
            <para />
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 않을 수 있음
            </summary>
            <typeparam name="TProtoBuffer">등록할 프로토버퍼</typeparam>
            <param name="descriptor">호출할 메시지의 descriptor, 프로토버퍼.Descriptor</param>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.SetMessageCallback``1(Google.Protobuf.Reflection.MessageDescriptor,System.Func{GameAnvil.GameAnvilConnector,GameAnvil.Defines.ResultCode,``0,System.Threading.Tasks.Task})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 함수를 지정합니다
            만약 이미 있다면 삭제하고 인자로 받은 함수를 사용합니다
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 읺을 수 있음
            </summary>
            <typeparam name="TProtoBuffer">등록할 프로토버퍼</typeparam>
            <param name="descriptor">호출할 메시지의 descriptor, 프로토버퍼.Descriptor</param>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Ping">
            <summary>
            서버에 Ping 요청
            <para />
            별다른 설정을 하지 않았다면 자동으로 전송
            <para />
            수동으로 보내도록 설정했을 때 사용할 것
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.GetAllChannelCountInfo(System.String)">
            <summary>
            서버에 채널 유저 수 정보를 요청
            </summary>
            <param name="serviceName">채널 정보를 요청할 서비스</param>
            <returns>채널 정보</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.GetAllChannelInfo(System.String)">
            <summary>
            서버에 사용자 지정 채널 정보를 요청
            </summary>
            <param name="serviceName">채널 정보를 요청할 서비스</param>
            <returns>채널 정보</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.GetChannelCountInfo(System.String,System.String)">
            <summary>
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.GetAllChannelCountInfo(System.String)"/>
            </summary>
            <param name="serviceName">채널 정보를 요청할 서비스</param>
            <param name="channelId">채널</param>
            <returns>채널 유저 수 정보</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.GetChannelInfo(System.String,System.String)">
            <summary>
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.GetAllChannelInfo(System.String)"/>
            </summary>
            <param name="serviceName">채널 정보를 요청할 서비스</param>
            <param name="channelId">채널</param>
            <returns>채널 정보</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.GetChannelList(System.String)">
            <summary>
            채널 목록을 요청
            </summary>
            <param name="serviceName">채널 정보를 요청할 서비스</param>
            <returns>채널 목록</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.PauseClientStateCheck(System.Int32)">
            <summary>
            앱의 일시 정지(Pause) 시 사용
            <para />
            일정 시간 동안 서버에서 클라이언트 접속 상태 정보를 갱신하지 않는다
            <para />
            이 메서드를 사용 하지 않고 일시 정지한다면 서버에서 주기적으로 클라이언트 접속을 종료한다
            <para />
            </summary>
            <param name="pauseTime">정지시킬 시간 밀리초</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.ResumeClientStateCheck">
            <summary>
            앱의 재개(Resume) 시 사용
            <para />
            서버에 클라이언트 접속 재개를 알림
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Send(Google.Protobuf.IMessage)">
            <summary>
            게이트웨이 서버로 패킷을 전송
            </summary>
            <param name="message">서버로 보낼 패킷</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Request``1(Google.Protobuf.IMessage,System.Threading.CancellationToken)">
            <summary>
            사용자 지정 패킷을 보낸 후 응답 패킷을 대기
            <para />
            서버에 작성한 미리 등록된 리스너를 통해서 서버로부터의 응답 처리 가능
            </summary>
            <param name="message">서버로 보낼 패킷</param>
            <param name="token">취소 토큰</param>
            <returns>응답</returns>
        </member>
        <member name="P:GameAnvil.GameAnvilConnector.IsConnected">
            <summary>
            현재 서버와 연결 상태 여부를 반환
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Connect(System.String,System.Int32)">
            <summary>
            서버와 연결
            </summary>
            <param name="host">연결 ip 혹은 주소</param>
            <param name="port">포트</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.ConnectSecure(System.String,System.Int32)">
            <summary>
            서버와 보안 연결
            이 연결은 서버를 보안 설정으로 기동했을때 사용할 수 있다
            </summary>
            <param name="host">연결 ip 혹은 주소</param>
            <param name="port">포트</param>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Disconnect">
            <summary>
            서버와 연결을 종료
            </summary>
            <exception cref="T:GameAnvil.Exceptions.NotConnected">서버와 연결되지 않았음</exception>
        </member>
        <member name="M:GameAnvil.GameAnvilConnector.Dispose">
            <summary>
            객체를 해제
            </summary>
        </member>
        <member name="T:GameAnvil.GameAnvilLogger">
            <summary>
            커넥터 내부 로그 발생 시 처리할 이벤트를 등록할 수 있는 클래스
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilLogger.Threshold">
            <summary>
            출력할 로그의 레벨을 설정
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilLogger.LogListener">
            <summary>
            로그 이벤트 발생 시 전달받을 메서드를 설정
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilLogger.EnablePingPongLogs">
            <summary>
            PingPong에 의해 발생하는 로그를 출력할지 여부를 설정
            </summary>
        </member>
        <member name="T:GameAnvil.GameAnvilProtocolManager">
            <summary>
            커넥터에서 사용할 프로토콜을 관리 하는 클래스
            <para />
            프로토 버퍼 클래스들은 먼저 <see cref="M:GameAnvil.GameAnvilProtocolManager.RegisterProtocol(Google.Protobuf.Reflection.FileDescriptor)"/> 으로 등록해야 한다
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilProtocolManager.RegisterProtocol(Google.Protobuf.Reflection.FileDescriptor)">
            <summary>
            사용할 프로토콜을 등록
            <para />
            파일 프로토버퍼는 생성한 <code>[프로토버퍼Reflection].Descriptor </code>로 등록할 수 있다
            </summary>
            <param name="descriptor">등록할 프로토 버퍼 파일 설명자</param>
        </member>
        <member name="M:GameAnvil.GameAnvilProtocolManager.UnRegisterProtocol(Google.Protobuf.Reflection.FileDescriptor)">
            <summary>
            등록한 프로토콜을 해제
            </summary>
            <param name="descriptor">프로토 버퍼 파일 설명자</param>
        </member>
        <member name="M:GameAnvil.GameAnvilProtocolManager.IsRegisteredProtocol(Google.Protobuf.Reflection.FileDescriptor)">
            <summary>
            비공개
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilProtocolManager.GetProtocolId(Google.Protobuf.Reflection.MessageDescriptor)">
            <summary>
            비공개
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.UserType">
            <summary>
            로그인 시 지정한 유저 타입 정보
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.IsUserMatchInProgress">
            <summary>
            현재 매칭 중인지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.IsPartyMatchInProgress">
            <summary>
            현재 파티 매칭 중인지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.RoomId">
            <summary>
            방에 있을 때 방의 아이디
            <para />
            만약 아니라면 이 값은 0
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.IsJoinedRoom">
            <summary>
            방에 입장해있는지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.ChannelId">
            <summary>
            채널 정보 만약 없다면 빈 문자열
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.IsLoggedIn">
            <summary>
            로그인 하였는지 여부
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.UserId">
            <summary>
            유저 아이디
            <para />
            만약 0이면 로그인이 풀렸거나 로그인하지 않았음
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.SubId">
            <summary>
            인스턴스를 만들 때 사용한 SubId
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.ServiceName">
            <summary>
            유저 생성할 때 지정한 서비스 이름을 반환
            </summary>
        </member>
        <member name="P:GameAnvil.GameAnvilUser.ServiceId">
            <summary>
            <see cref="P:GameAnvil.GameAnvilUser.ServiceName"/> 을 통해 가져온 서비스 아이디를 반환
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnMatchPartyStart">
            <summary>
            파티 매칭 시작 시 호출하는 이벤트
            <para />
            오류 코드, 서버 추가 정보
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnMatchPartyCancel">
            <summary>
            파티 매칭 취소 시 호출하는 이벤트
            <para />
            오류 코드
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnMatchUserDone">
            <summary>
            유저 매칭 완료시 호출하는 이벤트
            <para />
            오류 코드, 결과
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnMatchUserTimeout">
            <summary>
            유저 매칭이 시간 초과로 취소되었을 때 호출하는 이벤트
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnMoveChannel">
            <summary>
            채널 이동시 호출하는 이벤트
            <para />
            채널 이동 결과
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnNotice">
            <summary>
            공지 메시지를 받을 시 호출하는 이벤트
            <para />
            알림 문자열
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnForceLogout">
            <summary>
            서버에서 로그아웃 명령을 받을 시 호출하는 이벤트
            <para />
            이 메서드가 호출되었다면 자동으로 서버에서 로그아웃 된다
            <para />
            추가 정보
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnSessionClose">
            <summary>
            이 유저의 연결이 끊어졌을 시 호출하는 이벤트
            <para />
            일반적인 로그아웃 외에 중복 로그인 등도 같이 처리
            <para />
            오류 코드, 추가 정보
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnAdminKickout">
            <summary>
            관리자 기능으로 로그아웃 되었을 시 호출하는 이벤트
            <para />
            알림 문자열
            </summary>
        </member>
        <member name="E:GameAnvil.GameAnvilUser.OnForceLeaveRoom">
            <summary>
            방에서 쫒겨났을 시 호출하는 이벤트
            <para />
            방 번호(ID), 추가 정보
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.#ctor(GameAnvil.GameAnvilConnector,System.String,System.Int32)">
            <summary>
            게임 서버에 접근하기 위한 유저의 새로운 인스턴스를 생성
            </summary>
            <param name="connector">커넥터</param>
            <param name="serviceName">서비스 이름</param>
            <param name="subId">추가 아이디 값(1 ~ 127)</param>
            <exception cref="T:GameAnvil.Exceptions.InvalidSubId">서비스 아이디 제한이 맞지 않음</exception>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SetJoinRoomFalse">
            <summary>
            방 입장 정보를 리셋
            <para />
            단순히 클라이언트 상에서 수치만 바꾼다
            <para />
            이 메서드는 테스트나 연결 오류 등으로 필요 시 사용할 것
            <para />
            정식 절차로 방에서 나오는것은 <see cref="M:GameAnvil.GameAnvilUser.LeaveRoom(GameAnvil.Payload)"/> 메서드를 사용할 것
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.Login(System.String,System.String,GameAnvil.Payload)">
            <summary>
            게임 서버에 로그인
            </summary>
            <param name="userType">서버와 맞춘 유저 타입</param>
            <param name="channelId">채널 정보</param>
            <param name="requestPayload">추가 정보</param>
            <returns>로그인 결과</returns>
            <exception cref="T:System.ObjectDisposedException">객체가 이미 해제됨</exception>
            <exception cref="T:System.Exception">기타 이유</exception>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.Logout(GameAnvil.Payload)">
            <summary>
            게임 서버에서 로그아웃
            </summary>
            <param name="payload">추가 정보</param>
            <returns>로그아웃 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SetMessageCallback``1(System.Action{GameAnvil.GameAnvilUser,GameAnvil.Defines.ResultCode,``0})">
            <summary>
            서버에서 프로토 버퍼를 받았을 때 호출할 메서드를 지정
            <para />
            만약 이미 있다면 삭제하고 인자로 받은 메서드를 사용
            <para />
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 않을 수 있음
            </summary>
            <typeparam name="TProtoBuffer"></typeparam>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SetMessageCallback``1(System.Func{GameAnvil.GameAnvilUser,GameAnvil.Defines.ResultCode,``0,System.Threading.Tasks.Task})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 함수를 지정합니다
            만약 이미 있다면 삭제하고 인자로 받은 함수를 사용합니다
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 읺을 수 있음
            </summary>
            <typeparam name="TProtoBuffer"></typeparam>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SetMessageCallback``1(Google.Protobuf.Reflection.MessageDescriptor,System.Action{GameAnvil.GameAnvilUser,GameAnvil.Defines.ResultCode,``0})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 메서드를 지정
            <para />
            만약 이미 있다면 삭제하고 인자로 받은 메서드를 사용
            <para />
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 않을 수 있음
            </summary>
            <typeparam name="TProtoBuffer">등록할 프로토버퍼</typeparam>
            <param name="descriptor">호출할 메시지의 descriptor, 프로토버퍼.Descriptor</param>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SetMessageCallback``1(Google.Protobuf.Reflection.MessageDescriptor,System.Func{GameAnvil.GameAnvilUser,GameAnvil.Defines.ResultCode,``0,System.Threading.Tasks.Task})">
            <summary>
            프로토 버퍼를 받았을 때 호출할 함수를 지정합니다
            만약 이미 있다면 삭제하고 인자로 받은 함수를 사용합니다
            (주의) callback 은 비동기로 동작하므로 의도한 타이밍에 정확히 호출 되지 읺을 수 있음
            </summary>
            <typeparam name="TProtoBuffer">등록할 프로토버퍼</typeparam>
            <param name="descriptor">호출할 메시지의 descriptor, 프로토버퍼.Descriptor</param>
            <param name="callback">호출할 함수</param>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.CreateRoom(System.String,System.String,System.String,GameAnvil.Payload)">
            <summary>
            방을 생성하고 입장
            </summary>
            <param name="roomName">방 이름</param>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <param name="matchingGroup">매칭 시 사용할 그룹 정보</param>
            <param name="payload">추가 정보</param>
            <returns>방 생성 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.GetAllChannelCountInfo(System.String)">
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.GetAllChannelCountInfo(System.String)"/>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.GetAllChannelInfo(System.String)">
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.GetAllChannelInfo(System.String)"/>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.GetChannelCountInfo(System.String,System.String)">
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.GetChannelCountInfo(System.String,System.String)"/>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.GetChannelInfo(System.String,System.String)">
            <inheritdoc cref="M:GameAnvil.GameAnvilConnector.GetChannelInfo(System.String,System.String)"/>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.JoinRoom(System.String,System.Int32,System.String,GameAnvil.Payload)">
            <summary>
            방에 입장
            </summary>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <param name="roomId">방 아이디 정보</param>
            <param name="matchingUserCategory">매칭 유저 정보</param>
            <param name="payload">추가 정보</param>
            <returns>방 입장 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.LeaveRoom(GameAnvil.Payload)">
            <summary>
            방에서 나온다
            </summary>
            <param name="payload">추가 정보</param>
            <returns>호출 서버 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.MatchPartyCancel(System.String)">
            <summary>
            파티 매칭 취소 요청
            <para />
            <see cref="E:GameAnvil.GameAnvilUser.OnMatchPartyCancel"/> 에서 응답을 받는다
            </summary>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <returns>호출 서버 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.MatchPartyStart(System.String,System.String,GameAnvil.Payload)">
            <summary>
            파티 매칭을 시작
            <para />
            반환값으로 응답을 받고 <see cref="E:GameAnvil.GameAnvilUser.OnMatchPartyStart"/> 로도 응답을 받는다
            <para />
            파티 구성원들은 <see cref="E:GameAnvil.GameAnvilUser.OnMatchPartyStart"/> 으로 응답을 받는다
            </summary>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <param name="matchingGroup">매칭 시 사용할 그룹 정보</param>
            <param name="payload">추가 정보</param>
            <returns>호출 서버 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.MatchRoom(System.Boolean,System.Boolean,System.String,System.String,System.String,GameAnvil.Payload,GameAnvil.Payload)">
            <summary>
            방 매칭 요청
            </summary>
            <param name="isCreateRoomIfNotJoinRoom">방이 없으면 생성</param>
            <param name="isMoveRoomIfJoinedRoom">특정 상황에서 방을 옮겨갈 수 있다</param>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <param name="matchingGroup">매칭 시 사용할 그룹 정보</param>
            <param name="matchingUserCategory">매칭 방에 유저 카테고리 정보 전달</param>
            <param name="payload">추가 정보</param>
            <param name="leaveRoomPayload">만약 옮겨갈 때 사용할 추가 정보</param>
            <returns>매칭 요청 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.MatchUserCancel(System.String)">
            <summary>
            매칭 취소 요청
            </summary>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <returns>매칭 취소 요청 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.MatchUserStart(System.String,System.String,GameAnvil.Payload)">
            <summary>
            유저 매칭을 등록
            <para />
            이때 매칭 응답은 <see cref="E:GameAnvil.GameAnvilUser.OnMatchUserDone"/>, <see cref="E:GameAnvil.GameAnvilUser.OnMatchUserTimeout"/> 으로 받는다
            </summary>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <param name="matchingGroup">매칭 시 사용할 그룹 정보</param>
            <param name="payload">추가 정보</param>
            <returns>매칭 등록 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.MoveChannel(System.String,GameAnvil.Payload)">
            <summary>
            지정한 채널로 이동
            </summary>
            <param name="channelId">이동할 채널의 아이디</param>
            <param name="payload">추가 정보</param>
            <returns>채널 이동 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.NamedRoom(System.String,System.String,System.Boolean,GameAnvil.Payload)">
            <summary>
            지정한 이름의 방에 입장
            <para />
            지정한 이름의 방이 없을 경우 지정한 이름의 방을 생성하고 해당 방에 입장
            </summary>
            <param name="roomType">방 타입(서버 설정에서 정의)</param>
            <param name="roomName">입장하는 방의 이름</param>
            <param name="isParty">파티 여부</param>
            <param name="payload">추가 정보</param>
            <returns>방입장 결과</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SnapShot(GameAnvil.Payload)">
            <summary>
            현재 유저의 스냅샷 정보를 요청
            <para />
            재접속 등 유저의 모든 정보를 갱신해야 할 필요가 있을 때 사용
            <para />
            서버의 onSnapshot 메서드를 호출
            </summary>
            <param name="payload">추가 정보</param>
            <returns>서버의 onSnapshot 메서드에서 넣은 값</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.InternalReceiveSessionClose(GameAnvil.Defines.ResultCodeSessionClose,GameAnvil.Payload)">
            <summary>
            접근 제한자 때문에..
            이걸 건드리지말고 ReceiveSessionClose 를 사용하세요 
            </summary>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.SendUser(Google.Protobuf.IMessage)">
            <summary>
            게임 서버의 유저로 패킷을 전송
            </summary>
            <param name="message">서버로 보낼 프로토 버퍼 패킷</param>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.RequestUser``1(Google.Protobuf.IMessage,System.Threading.CancellationToken)">
            <summary>
            <inheritdoc cref="M:GameAnvil.GameAnvilUser.RequestUser``1(GameAnvil.Packet,System.Threading.CancellationToken)"/>
            </summary>
            <typeparam name="TResponse"></typeparam>
            <param name="message">서버로 보낼 프로토 버퍼</param>
            <param name="token">취소 토큰, 만약 설정하지 않을 때는 기본 시간 제한 사용</param>
            <returns>사용자 지정 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.RequestUser``1(GameAnvil.Packet,System.Threading.CancellationToken)">
            <summary>
            서버로 패킷을 보낸 후 응답 패킷을 대기
            <para />
            서버에 해당 패킷의 처리자를 작성 후 호출해야 한다
            </summary>
            <typeparam name="TResponse"></typeparam>
            <param name="packet">서버로 보낼 패킷</param>
            <param name="token">취소 토큰, 만약 설정하지 않을 때는 기본 시간 제한 사용</param>
            <returns>사용자 지정 응답</returns>
        </member>
        <member name="M:GameAnvil.GameAnvilUser.Dispose">
            <summary>
            객체를 해제
            <para />
            서버에 로그아웃 요청을 보내지 않기 때문에 이 코드의 호출 전 로그아웃 메서드를 호출해야 한다
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.InternalPacketDispatcher.RemoveMessageCallback(Google.Protobuf.Reflection.MessageDescriptor)">
            <summary>
            프로토 버퍼를 받았을 때 호출하는 메서드를 제거
            </summary>
            <param name="descriptor">호출할 메시지의 descriptor, 프로토버퍼.Descriptor</param>
        </member>
        <member name="M:GameAnvil.Internal.InternalPacketDispatcher.RemoveMessageCallback``1">
            <summary>
            프로토 버퍼를 받았을 때 호출하는 메서드를 제거
            </summary>
            <typeparam name="TProtoBuffer">등록할 프로토버퍼</typeparam>
        </member>
        <member name="M:GameAnvil.Internal.InternalPacketDispatcher.DoDispatch(Google.Protobuf.Reflection.MessageDescriptor,GameAnvil.Internal.InternalPacket)">
            <summary>
            메시지를 받았을 때 호출, 여기서 메서드로 분배
            </summary>
        </member>
        <member name="F:GameAnvil.Internal.PacketManager.packetSeq">
            <summary>
             패킷 고유 id, 양수로 이루어져야 한다
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.PacketManager.GetSocketAndValidate(GameAnvil.Internal.InternalPacket)">
            <summary>
            유효성 검사.
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.PacketManager.RequestForConnectorUser``1(GameAnvil.Internal.InternalPacket,System.Threading.CancellationToken)">
            <summary>
            커넥터 사용자를 위한 요청/응답 처리
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.PacketManager.Request(GameAnvil.Internal.InternalPacket,System.Int32,System.Threading.CancellationToken)">
            <summary>
            서버로 요청, timeoutMillis + token 사용
            timeoutMillis -1: 무제한 대기
            </summary>
            <exception cref="T:System.TimeoutException"></exception>
        </member>
        <member name="T:GameAnvil.Internal.Packets.AbstractPacket">
            <summary>
            내부 패킷
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.Packets.AbstractPacket.IsGameAnvilProtocol">
            <summary>
            게임엔빌 내부용 메시지인지 확인
            </summary>
            <returns>반환값이 true 이면 내부용, false 이면 외부용</returns>
        </member>
        <member name="T:GameAnvil.Internal.Packets.ByteArrayPacket">
            <summary>
            byte[] �� ��Ŷ�� ����ϱ� ���� ����ü
            </summary>
        </member>
        <member name="T:GameAnvil.Internal.Packets.CompressedProtoBufferPacket">
            <summary>
            프로토버퍼와 압축을 했을때 사용할 패킷
            </summary>
        </member>
        <member name="F:GameAnvil.Internal.Packets.CompressedProtoBufferPacket.serializedCompressHeapBuffer">
            <summary>
            압축한 버퍼
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.Packets.CompressedProtoBufferPacket.MustBuffer">
            <summary>
            어떠한 조회 결과가 필요할때 초기화 연산을 수행
            </summary>
        </member>
        <member name="T:GameAnvil.Internal.Packets.PacketUtil">
            <summary>
            Packet 에서 사용하기 위한 유틸들 모음
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.Packets.PacketUtil.GetMaxCompressLength(System.Int32)">
            <summary>
            최대 압축 크기
            <p></p>
            </summary>
            <param name="length">프로토 버퍼 메시지의 크기</param>
            <returns>압축했을때 최대로 가져올 수 있는 크기</returns>
        </member>
        <member name="M:GameAnvil.Internal.Packets.PacketUtil.Compress(System.ArraySegment{System.Byte})">
            <summary>
            srcBuffer 를 압축한 내용을 destBuffer 에 쓴다
            </summary>
            <param name="srcBuffer">원본</param>
        </member>
        <member name="M:GameAnvil.Internal.Sockets.BaseClientSocket.ConnectAsync(System.String,System.Int32)">
            <summary>
            전달받은 아이피와 포트로 연결
            </summary>
            <param name="ip">접속할 아이피 주소</param>
            <param name="port">접속할 포트</param>
        </member>
        <member name="M:GameAnvil.Internal.Sockets.BaseClientSocket.IsConnected">
            <summary>
            SSL 연결이 되어 있는지 확인
            </summary>
            <returns>접속되었으면 true, 아니면 false</returns>
        </member>
        <member name="M:GameAnvil.Internal.Sockets.BaseClientSocket.Send(System.Byte[],System.Int32,System.Int32)">
            <summary>
            서버로 데이터를 전송
            </summary>
            <param name="data">전송할 데이터</param>
            <param name="offset">데이터의 시작위치</param>
            <param name="length">데이터의 길이</param>
        </member>
        <member name="M:GameAnvil.Internal.Sockets.BaseClientSocket.Close">
            <summary>
            연결 종료
            </summary>
        </member>
        <member name="T:GameAnvil.Internal.Sockets.TcpSecureSocket">
            <summary>
            커넥터에서 사용하는 TcpSecureSocket 클래스<para></para>
            TCP SSL 연결이 필요할 경우 사용
            </summary>
        </member>
        <member name="T:GameAnvil.Internal.Sockets.TcpSocket">
            <summary>
            커넥터에서 사용하는 TcpSocket<para></para>
            TCP 연결이 필요할 경우 사용<para></para>
            기본으로 사용하는 소켓
            </summary>
        </member>
        <member name="M:GameAnvil.Internal.UserManager.TryGetUserAgent(System.Int32,System.Int32,GameAnvil.GameAnvilUser@)">
            <summary>
            유저 에이전트를 찾아 가져온다.
            </summary>
            <param name="serviceId">UserAgent가 사용할 serviceId. </param>
            <param name="subId">서비스별 UserAgent식별 할 수 있는 고유 ID.</param>
            <param name="userAgent">가져올 useragent</param>
            <returns>해당 유저 에이전트, 없으면 null</returns>
        </member>
        <member name="M:GameAnvil.Internal.UserManager.TryGetUserAgent(System.String,System.Int32,GameAnvil.GameAnvilUser@)">
            <summary>
            유저 에이전트를 찾아 가져온다.
            </summary>
            <param name="serviceName">UserAgent가 사용할 serviceId. </param>
            <param name="subId">서비스별 UserAgent식별 할 수 있는 고유 ID.</param>
            <param name="userAgent">가져올 useragent</param>
            <returns>해당 유저 에이전트, 없으면 null</returns>
        </member>
        <member name="M:GameAnvil.Internal.UserManager.GetUserAgents">
            <summary>
            모든 유저 에이전트를 넘겨준다.
            </summary>
            <returns>모든 유저 에이전트.</returns>
        </member>
        <member name="T:GameAnvil.Packet">
            <summary>
            서버로 메시지를 보내기 위한 클래스
            <para />
            생성을 위해서는 <see cref="M:GameAnvil.Packet.MakePacket(Google.Protobuf.IMessage)"/> 메서드를 호출
            </summary>
        </member>
        <member name="M:GameAnvil.Packet.GetMsgId">
            <summary>
            메시지 아이디
            </summary>
        </member>
        <member name="M:GameAnvil.Packet.TryGetMsgId(System.Int32@)">
            <summary>
            메시지 아이디
            </summary>
            <returns>성공 여부</returns>
        </member>
        <member name="M:GameAnvil.Packet.GetMsgName">
            <summary>
            패킷에 담긴 메시지의 이름
            </summary>
        </member>
        <member name="M:GameAnvil.Packet.GetSerializedSize">
            <summary>
            현재 패킷을 byte[] 로 직렬화 했을 때 크기를 반환
            <para />
            대부분 호출 시 크기만 계산하지만 패킷 생성 방식에 따라서 이 메서드를 호출했을 때 즉시 직렬화 될 수 있음
            </summary>
            <returns>크기 반환</returns>
        </member>
        <member name="M:GameAnvil.Packet.GetDecompressSize">
            <summary>
            패킷의 압축 해제시 크기
            패킷이 압축되어있지 않으면 0
            </summary>
            <returns>압축 해제시 크기를 반환</returns>
        </member>
        <member name="P:GameAnvil.Packet.IsCompress">
            <summary>
            패킷이 압축되어있는지 여부
            </summary>
        </member>
        <member name="M:GameAnvil.Packet.WriteTo(System.Span{System.Byte})">
            <summary>
            패킷을 버퍼에 직렬화
            </summary>
            <param name="buf">저장할 버퍼</param>
        </member>
        <member name="M:GameAnvil.Packet.ToProtoBufferMessage``1">
            <summary>
            패킷을 프로토 버퍼 메시지를 변환 지정된 타입이 아닐 때는 예외 발생
            <para />
            만약 이러한 변환에 실패하는 문제가 있을 시 <see cref="M:GameAnvil.GameAnvilProtocolManager.RegisterProtocol(Google.Protobuf.Reflection.FileDescriptor)"/> 에 패킷을 등록할 것
            <para />
             프로토 버퍼 메시지로 만든 패킷일때는 이미 가지고 있으므로 추가적인 변환을 하지 않음
            </summary>
            <typeparam name="TProtoBuffer">가져올 프로토 버퍼 메시지의 타입</typeparam>
            <returns>변환한 프로토버퍼</returns>
        </member>
        <member name="M:GameAnvil.Packet.ToByteString">
            <summary>
            패킷을 프로토 버퍼의 ByteString 으로 변환한 메시지
            <para />
            만약 ByteString 으로 만든 패킷일때는 이미 가지고 있으므로 추가적인 변환을 하지 않음
            </summary>
            <returns>내부 데이터를 ByteString 으로 변환한 값</returns>
        </member>
        <member name="M:GameAnvil.Packet.MakePacket(Google.Protobuf.IMessage)">
            <inheritdoc cref="M:GameAnvil.Packet.MakePacket``1(``0,GameAnvil.PacketOption)"/>
        </member>
        <member name="M:GameAnvil.Packet.MakePacket``1(``0)">
            <inheritdoc cref="M:GameAnvil.Packet.MakePacket``1(``0,GameAnvil.PacketOption)"/>
        </member>
        <member name="M:GameAnvil.Packet.MakePacket``1(``0,GameAnvil.PacketOption)">
            <summary>
            프로토 버퍼를 이용하여 패킷을 생성
            </summary>
            <param name="message">프로토 버퍼</param>
            <param name="option">패킷의 옵션</param>
        </member>
        <member name="M:GameAnvil.Packet.MakeCustomPacket(System.Int32,System.ArraySegment{System.Byte})">
            <summary>
            사용자가 지정한 임의의 아이디와 데이터를 담은 패킷을 생성
            </summary>
            <param name="customMsgId">사용자가 지정한 메시지 아이디</param>
            <param name="data">데이터</param>
            <returns>만들어진 패킷 반환</returns>
        </member>
        <member name="T:GameAnvil.PacketOption">
            <summary>
            패킷의 추가적인 기능을 설정
            </summary>
        </member>
        <member name="F:GameAnvil.PacketOption.Default">
            <summary>
            기본 패킷으로 생성하는 옵션
            </summary>
        </member>
        <member name="F:GameAnvil.PacketOption.Compress">
            <summary>
            압축 패킷을 생성하는 옵션
            </summary>
        </member>
        <member name="P:GameAnvil.PacketOption.UseCompress">
            <summary>
            압축 사용 여부
            </summary>
        </member>
        <member name="T:GameAnvil.Payload">
            <summary>
            여러개의 패킷을 담기 위한 추가정보 클래스
            </summary>
        </member>
        <member name="M:GameAnvil.Payload.#ctor">
            <summary>
            새로운 Payload 생성
            </summary>
        </member>
        <member name="M:GameAnvil.Payload.#ctor(Google.Protobuf.IMessage[])">
            <summary>
            프로토 버퍼 클래스를 통해 새로운 Payload 를 생성
            </summary>
            <param name="protoBuffers">등록할 프로토 버퍼</param>
        </member>
        <member name="M:GameAnvil.Payload.#ctor(System.Collections.Generic.IEnumerable{Com.Nhn.Gameanvil.Protocol.Payload})">
            <summary>
            (내부용)
            </summary>
            <param name="basePayloads">생성할 프로토버퍼 페이로드</param>
        </member>
        <member name="M:GameAnvil.Payload.Add(GameAnvil.Packet)">
            <summary>
            Payload 에 패킷을 추가
            </summary>
            <param name="packet">추가할 패킷</param>
        </member>
        <member name="M:GameAnvil.Payload.Add``1(``0)">
            <summary>
            Payload 에 패킷을 추가
            </summary>
            <param name="p">추가할 프로토버퍼 </param>
        </member>
        <member name="M:GameAnvil.Payload.Add(Com.Nhn.Gameanvil.Protocol.Payload)">
            <summary>
            Payload 에 패킷을 추가
            </summary>
            <param name="payload">추가할 내부 Payload</param>
        </member>
        <member name="M:GameAnvil.Payload.AddAllPacket(System.Collections.Generic.IEnumerable{GameAnvil.Packet})">
            <summary>
            Payload 에 패킷 컬렉션을 추가
            </summary>
            <param name="packets">추가할 패킷</param>
        </member>
        <member name="M:GameAnvil.Payload.AddAllPayload(System.Collections.Generic.IEnumerable{Com.Nhn.Gameanvil.Protocol.Payload})">
            <summary>
            Payload 에 다른 페이로드 컬렉션을 추가
            </summary>
            <param name="packets">추가할 패킷</param>
        </member>
        <member name="M:GameAnvil.Payload.GetProtoBuffer``1">
            <summary>
            Payload 에 있는 타입과 같은 메시지의 프로토 버퍼를 가져온다
            </summary>
            <typeparam name="TProtoBuffer">프로토 버퍼</typeparam>
            <returns>요청한 타입의 프로토 버퍼</returns>
        </member>
        <member name="M:GameAnvil.Payload.GetPacket(Google.Protobuf.Reflection.MessageDescriptor)">
            <summary>
            프로토 버퍼 <see cref="T:Google.Protobuf.Reflection.MessageDescriptor"/> 를 통해 등록된 패킷
            </summary>
            <param name="descriptor">등록된 프로토버퍼의 설명자</param>
            <returns>패킷</returns>
        </member>
        <member name="T:SuperSocket.ClientEngine.ConcurrentBatchQueue`1">
            <summary>
            Concurrent BatchQueue
            </summary>
            <typeparam name="T"></typeparam>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:SuperSocket.ClientEngine.ConcurrentBatchQueue`1"/> class.
            </summary>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.#ctor(System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SuperSocket.ClientEngine.ConcurrentBatchQueue`1"/> class.
            </summary>
            <param name="capacity">The capacity of the queue.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.#ctor(System.Int32,System.Func{`0,System.Boolean})">
            <summary>
            Initializes a new instance of the <see cref="T:SuperSocket.ClientEngine.ConcurrentBatchQueue`1"/> class.
            </summary>
            <param name="capacity">The capacity.</param>
            <param name="nullValidator">The null validator.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.#ctor(`0[])">
            <summary>
            Initializes a new instance of the <see cref="T:SuperSocket.ClientEngine.ConcurrentBatchQueue`1"/> class.
            </summary>
            <param name="array">The array.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.#ctor(`0[],System.Func{`0,System.Boolean})">
            <summary>
            Initializes a new instance of the <see cref="T:SuperSocket.ClientEngine.ConcurrentBatchQueue`1"/> class.
            </summary>
            <param name="array">The array.</param>
            <param name="nullValidator">The null validator.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.Enqueue(`0)">
            <summary>
            Enqueues the specified item.
            </summary>
            <param name="item">The item.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.Enqueue(System.Collections.Generic.IList{`0})">
            <summary>
            Enqueues the specified items.
            </summary>
            <param name="items">The items.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.TryDequeue(System.Collections.Generic.IList{`0})">
            <summary>
            Tries the dequeue.
            </summary>
            <param name="outputItems">The output items.</param>
            <returns></returns>
        </member>
        <member name="P:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.IsEmpty">
            <summary>
            Gets a value indicating whether this instance is empty.
            </summary>
            <value>
              <c>true</c> if this instance is empty; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:SuperSocket.ClientEngine.ConcurrentBatchQueue`1.Count">
            <summary>
            Gets the count.
            </summary>
        </member>
        <member name="T:SuperSocket.ClientEngine.IBatchQueue`1">
            <summary>
            A queue interface which can operate in batch
            </summary>
            <typeparam name="T"></typeparam>
        </member>
        <member name="M:SuperSocket.ClientEngine.IBatchQueue`1.Enqueue(`0)">
            <summary>
            Enqueues the specified item.
            </summary>
            <param name="item">The item.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.IBatchQueue`1.Enqueue(System.Collections.Generic.IList{`0})">
            <summary>
            Enqueues the specified items.
            </summary>
            <param name="items">The items.</param>
        </member>
        <member name="M:SuperSocket.ClientEngine.IBatchQueue`1.TryDequeue(System.Collections.Generic.IList{`0})">
            <summary>
            Tries to dequeue all items in the queue into the output list.
            </summary>
            <param name="outputItems">The output items.</param>
            <returns></returns>
        </member>
        <member name="P:SuperSocket.ClientEngine.IBatchQueue`1.IsEmpty">
            <summary>
            Gets a value indicating whether this instance is empty.
            </summary>
            <value>
              <c>true</c> if this instance is empty; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:SuperSocket.ClientEngine.IBatchQueue`1.Count">
            <summary>
            Gets the count.
            </summary>
        </member>
        <member name="T:SuperSocket.ClientEngine.IPosList`1">
            <summary>
            The generic list interface with position
            </summary>
            <typeparam name="T"></typeparam>
        </member>
        <member name="P:SuperSocket.ClientEngine.IPosList`1.Position">
            <summary>
            Gets or sets the position of current item.
            </summary>
            <value>
            The position.
            </value>
        </member>
        <member name="T:SuperSocket.ClientEngine.PosList`1">
            <summary>
            The generic list with position
            </summary>
            <typeparam name="T"></typeparam>
        </member>
        <member name="P:SuperSocket.ClientEngine.PosList`1.Position">
            <summary>
            Gets or sets the position of current item.
            </summary>
            <value>
            The position.
            </value>
        </member>
        <member name="T:SuperSocket.ClientEngine.SecurityOption">
            <summary>
            Security options
            </summary>
        </member>
        <member name="P:SuperSocket.ClientEngine.SecurityOption.EnabledSslProtocols">
            <summary>
            The SslProtocols want to be enabled
            </summary>
        </member>
        <member name="P:SuperSocket.ClientEngine.SecurityOption.Certificates">
            <summary>
            Client X509 certificates
            </summary>
        </member>
        <member name="P:SuperSocket.ClientEngine.SecurityOption.AllowUnstrustedCertificate">
            <summary>
            Whether allow untrusted certificate
            </summary>
        </member>
        <member name="P:SuperSocket.ClientEngine.SecurityOption.AllowNameMismatchCertificate">
            <summary>
            Whether allow the certificate whose name doesn't match current remote endpoint's host name
            </summary>
        </member>
        <member name="P:SuperSocket.ClientEngine.SecurityOption.AllowCertificateChainErrors">
            <summary>
            Whether allow the certificate chain errors
            </summary>
        </member>
        <member name="M:SuperSocket.ClientEngine.SslStreamTcpSession.ValidateRemoteCertificate(System.Object,System.Security.Cryptography.X509Certificates.X509Certificate,System.Security.Cryptography.X509Certificates.X509Chain,System.Net.Security.SslPolicyErrors)">
            <summary>
            Validates the remote certificate.
            </summary>
            <param name="sender">The sender.</param>
            <param name="certificate">The certificate.</param>
            <param name="chain">The chain.</param>
            <param name="sslPolicyErrors">The SSL policy errors.</param>
            <returns></returns>
        </member>
        <member name="T:Com.Nhn.Gameanvil.Protocol.BaseReflection">
            <summary>Holder for reflection information generated from base.proto</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.BaseReflection.Descriptor">
            <summary>File descriptor for base.proto</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.TargetType.GameUser">
            <summary>
            Game IUser (기본값)f
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.TargetType.GatewayConnection">
            <summary>
            Gateway.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.TargetType.GatewaySession">
            <summary>
            Gateway. user
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.ErrorCodeFieldNumber">
            <summary>Field number for the "error_code" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.Header.ServiceId">
            <summary>
            user
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.SubIdFieldNumber">
            <summary>Field number for the "sub_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.TargetTypeFieldNumber">
            <summary>Field number for the "target_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.MsgIdFieldNumber">
            <summary>Field number for the "msg_id" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.Header.MsgId">
            <summary>
            packet
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.SeqFieldNumber">
            <summary>Field number for the "seq" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Header.DecompressSizeFieldNumber">
            <summary>Field number for the "decompress_size" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Payload.MsgIdFieldNumber">
            <summary>Field number for the "msg_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Payload.DataFieldNumber">
            <summary>Field number for the "data" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Payload.MsgNameFieldNumber">
            <summary>Field number for the "msg_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Payload.DecompressSizeFieldNumber">
            <summary>Field number for the "decompress_size" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationReq.AccountIdFieldNumber">
            <summary>Field number for the "account_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationReq.PasswordFieldNumber">
            <summary>Field number for the "password" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationReq.DeviceIdFieldNumber">
            <summary>Field number for the "device_id" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.AuthenticationReq.DeviceId">
             <summary>
            int32 cid = 3;
             </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.UserListFieldNumber">
            <summary>Field number for the "user_list" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.MessageFieldNumber">
            <summary>Field number for the "message" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.ServiceIdsFieldNumber">
            <summary>Field number for the "service_ids" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.ServiceIds">
            <summary>
            &lt;serviceName, serviceId>
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.ProtobufNumbersFieldNumber">
            <summary>Field number for the "protobuf_numbers" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.AuthenticationRes.ProtobufNumbers">
            <summary>
            &lt;protobufName, number>
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginReq.SubIdFieldNumber">
            <summary>Field number for the "sub_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginReq.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginReq.UserTypeFieldNumber">
            <summary>Field number for the "user_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.UserIdFieldNumber">
            <summary>Field number for the "user_id" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.LoginRes.UserId">
            <summary>
            Client가 가지고 있음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.UserTypeFieldNumber">
            <summary>Field number for the "user_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.MessageFieldNumber">
            <summary>Field number for the "message" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.IsUserMatchingFieldNumber">
            <summary>Field number for the "is_user_matching" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.IsReloginedFieldNumber">
            <summary>Field number for the "is_relogined" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.LoginRes.IsRelogined">
            <summary>
            relogined
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.RejoinedRoomIdFieldNumber">
            <summary>Field number for the "rejoined_room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.RejoinedRoomNameFieldNumber">
            <summary>Field number for the "rejoined_room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.RoomRejoinPayloadFieldNumber">
            <summary>Field number for the "room_rejoin_payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginRes.InitSyncFieldNumber">
            <summary>Field number for the "initSync" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.LoginRes.InitSync">
            <summary>
            sync data
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.SubIdFieldNumber">
            <summary>Field number for the "sub_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.UserIdFieldNumber">
            <summary>Field number for the "user_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.UserTypeFieldNumber">
            <summary>Field number for the "user_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.LoginedUserInfo.Payload">
            <summary>
            to onLogin or onReLogin.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LogoutReq.SubIdFieldNumber">
            <summary>Field number for the "sub_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LogoutReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LogoutRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SnapshotReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SnapshotRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomReq.RoomNameFieldNumber">
            <summary>Field number for the "room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomReq.MatchingGroupFieldNumber">
            <summary>Field number for the "matching_group" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomRes.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomRes.RoomNameFieldNumber">
            <summary>Field number for the "room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateRoomRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomReq.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomReq.MatchingUserCategoryFieldNumber">
            <summary>Field number for the "matching_user_category" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomRes.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomRes.RoomNameFieldNumber">
            <summary>Field number for the "room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.JoinRoomRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LeaveRoomReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LeaveRoomRes.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.LeaveRoomRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.CreateFieldNumber">
            <summary>Field number for the "create" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.MoveRoomFieldNumber">
            <summary>Field number for the "move_room" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.LeaveRoomPayloadFieldNumber">
            <summary>Field number for the "leave_room_payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.MatchingGroupFieldNumber">
            <summary>Field number for the "matching_group" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomReq.MatchingUserCategoryFieldNumber">
            <summary>Field number for the "matching_user_category" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomRes.ResultCodeFieldNumber">
            <summary>Field number for the "resultCode" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomRes.CreatedFieldNumber">
            <summary>Field number for the "created" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomRes.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomRes.RoomNameFieldNumber">
            <summary>Field number for the "room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchRoomRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomReq.RoomNameFieldNumber">
            <summary>Field number for the "room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomReq.PartyFieldNumber">
            <summary>Field number for the "party" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.NamedRoomReq.Party">
            <summary>
            Party matchmaking을 위한 방인가?
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomRes.CreatedFieldNumber">
            <summary>Field number for the "created" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomRes.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomRes.RoomNameFieldNumber">
            <summary>Field number for the "room_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.NamedRoomRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserStartReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserStartReq.MatchingGroupFieldNumber">
            <summary>Field number for the "matching_group" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserStartReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserStartRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchPartyStartReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchPartyStartReq.MatchingGroupFieldNumber">
            <summary>Field number for the "matching_group" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchPartyStartReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchPartyStartResOrNoti.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchPartyCancelReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserDone.CreatedFieldNumber">
            <summary>Field number for the "created" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserDone.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserDone.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MatchUserCancelReq.RoomTypeFieldNumber">
            <summary>Field number for the "room_type" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MoveChannelReq.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MoveChannelReq.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MoveChannelRes.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MoveChannelRes.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelListReq.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelListRes.ChannelListFieldNumber">
            <summary>Field number for the "channel_list" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.GetChannelListRes.ChannelList">
            <summary>
            list of channel ID.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ChannelInfo.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelInfoReq.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelInfoReq.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelInfoRes.ChannelInfoFieldNumber">
            <summary>Field number for the "channelInfo" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetAllChannelInfoReq.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetAllChannelInfoRes.ChannelInfoFieldNumber">
            <summary>Field number for the "channelInfo" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.GetAllChannelInfoRes.ChannelInfo">
            <summary>
            channelId, ChannelInfo
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ChannelCountInfo.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ChannelCountInfo.UserCountFieldNumber">
            <summary>Field number for the "user_count" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ChannelCountInfo.RoomCountFieldNumber">
            <summary>Field number for the "room_count" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelCountInfoReq.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelCountInfoReq.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetChannelCountInfoRes.ChannelCountInfoFieldNumber">
            <summary>Field number for the "channelCountInfo" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetAllChannelCountInfoReq.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.GetAllChannelCountInfoRes.ChannelCountInfoFieldNumber">
            <summary>Field number for the "channelCountInfo" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceLogoutNoti.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceCloseConnectionNoti.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceCloseSessionNoti.ServiceIdFieldNumber">
            <summary>Field number for the "service_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceCloseSessionNoti.SubIdFieldNumber">
            <summary>Field number for the "sub_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceCloseSessionNoti.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceLeaveRoomNoti.RoomIdFieldNumber">
            <summary>Field number for the "room_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ForceLeaveRoomNoti.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MoveChannelNoti.ChannelIdFieldNumber">
            <summary>Field number for the "channel_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MoveChannelNoti.PayloadFieldNumber">
            <summary>Field number for the "payload" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Notice.MessageFieldNumber">
            <summary>Field number for the "message" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AdminKickoutNoti.MessageFieldNumber">
            <summary>Field number for the "message" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.PauseClientStateCheck.PauseTimeFieldNumber">
            <summary>Field number for the "pauseTime" field.</summary>
        </member>
        <member name="T:Com.Nhn.Gameanvil.Protocol.ErrorReflection">
            <summary>Holder for reflection information generated from error.proto</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.ErrorReflection.Descriptor">
            <summary>File descriptor for error.proto</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.Success">
            <summary>
            Common : 0 ~ 2
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.AuthSuccess">
            <summary>
            Server &lt;-> Connector : 0 ~ 9999
            Authentication
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginSuccess">
            <summary>
            Login
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailNotExistNode">
            <summary>
            서비스 중인 노드가 없을 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailTimeoutGameServer">
            <summary>
            GameServer가 응답하지 않을 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailInvalidServiceid">
            <summary>
            잘못된 ServiceId가 사용될 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailInvalidUsertype">
            <summary>
            잘못된 UserType이 사용될 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailInvalidUserId">
            <summary>
            잘못된 UserId를 보냈을 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailInvalidSubId">
            <summary>
            잘못된 SubId를 보냈을 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailInvalidChannelId">
            <summary>
            잘못된 ChannelId를 보냈을 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailLoginedOtherService">
            <summary>
            동일 Account 아이디로 다른 서비스에 로그인 되어있음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailLoginedOtherChannel">
            <summary>
            동일 Account 아이디로 다른 채널에 로그인 되어있음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailLoginedOtherUserType">
            <summary>
            동일 Account 아이디로 다른 UserType이 로그인 되어있음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LoginFailLoginedOtherDevice">
            <summary>
            동일 Account 아이디로 다른 DeviceId가 로그인 되어있음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LogoutSuccess">
            <summary>
            Logout
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.SnapshotSuccess">
            <summary>
            Snapshot
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.CreateRoomSuccess">
            <summary>
            CreateRoom
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.CreateRoomFailAlreadyJoinedRoom">
            <summary>
            이미 룸에 들어가있는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.CreateRoomFailCreateRoomId">
            <summary>
            룸 아이디 발급 실패
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.CreateRoomFailCreateRoom">
            <summary>
            룸 생성 실패
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.JoinRoomSuccess">
            <summary>
            JoinRoom
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.JoinRoomFailRoomDoesNotExist">
            <summary>
            룸이 존재하지 않는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.JoinRoomFailAlreadyJoinedRoom">
            <summary>
            이미 룸에 들어가있는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.JoinRoomFailAlreadyFull">
            <summary>
            이미 룸의 인원수가 차있을 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.JoinRoomFailRoomMatch">
            <summary>
            룸매치에서 문제가 발생할 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.LeaveRoomSuccess">
            <summary>
            LeaveRoom
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomSuccess">
            <summary>
            MatchRoom
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailRoomDoesNotExist">
            <summary>
            룸이 존재하지 않는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailAlreadyJoinedRoom">
            <summary>
            이미 룸에 들어가있는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailLeaveRoom">
            <summary>
            룸 이동 기능으로 매칭시킬 때, 기존룸에서 나가기가 실패한 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailInProgress">
            <summary>
            이미 매치 매이킹이 진행중인 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailMatchedRoomDoesNotExist">
            <summary>
            매칭은 되었으나 해당 방이 존재하지 않는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailCreateRoomId">
            <summary>
            룸 생성을 위한 룸 아이디 발급 실패.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailCreateRoom">
            <summary>
            룸 생성 실패.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailInvalidRoomId">
            <summary>
            잘못된 RoomId
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailInvalidNodeId">
            <summary>
            잘못된 NodeId
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailInvalidUserId">
            <summary>
            잘못된 UserId
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailMatchedRoomNotFound">
            <summary>
            매칭을 진행하였으나, 방을 찾지 못함.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailInvalidMatchingUserCategory">
            <summary>
            잘못된 매칭 유저 카테고리
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailMatchingUserCategoryEmpty">
            <summary>
            매칭 유저 카테고리 사이즈가 0일 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailBaseRoomMatchFormNull">
            <summary>
            매칭 신청서가 없음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchRoomFailBaseRoomMatchInfoNull">
            <summary>
            매칭 정보가 없음.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.NamedRoomSuccess">
            <summary>
            NamedRoom
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.NamedRoomFailRoomDoesNotExist">
            <summary>
            룸이 존재하지 않는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.NamedRoomFailAlreadyJoinedRoom">
            <summary>
            이미 룸에 들어가있는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.NamedRoomFailInvalidRoomName">
            <summary>
            잘못된 룸 이름을 보냈을 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.NamedRoomFailCreateRoom">
            <summary>
            룸 생성 실패.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserStartSuccess">
            <summary>
            MatchUserStart
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserStartFailAlreadyJoinedRoom">
            <summary>
            이미 룸에 들어가있는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserCancelSuccess">
            <summary>
            MatchUserCancel
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserCancelFailAlreadyJoinedRoom">
            <summary>
            이미 룸에 들어가있는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserCancelFailNotInProgress">
            <summary>
            매칭이 진행중이지 않은 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchPartyStartSuccess">
            <summary>
            MatchPartyStart
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchPartyStartFailPartyMatchWeird">
            <summary>
            Party Room이 아닌 방으로부터 파티 매칭 요청
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchPartyCancelSuccess">
            <summary>
            MatchPartyCancel
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchPartyCancelFailPartyMatchWeird">
            <summary>
            Party Room이 아닌 방으로부터 파티 매칭 요청
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserDoneSuccess">
            <summary>
            MatchUserDone
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MatchUserDoneFailRoomDoesNotExist">
            <summary>
            룸이 존재하지 않는 경우.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.MoveChannelSuccess">
            <summary>
            MoveChannel
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ChannelListSuccess">
            <summary>
            ChannelList
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ChannelInfoSuccess">
            <summary>
            ChannelInfo
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.AllChannelInfoSuccess">
            <summary>
            All ChannelInfo
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ChannelCountInfoSuccess">
            <summary>
            ChannelCountInfo
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.AllChannelCountInfoSuccess">
            <summary>
            All ChannelCountInfo
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseSystemError">
            <summary>
            Disconnect
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseBaseConnection">
            <summary>
            Disconnect by content
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseBaseUser">
            <summary>
            BaseUser의 closeConnection() 호출
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseAdminKick">
            <summary>
            Admin에서 kick
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseInvalidProtocol">
            <summary>
            InvalidProtocol
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseInvalidNode">
            <summary>
            Disconnect by server state
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseAuthenticationFail">
            <summary>
            Disconnect by client
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseAuthenticationFailEmptyAccountId">
            <summary>
            인증 실패 - AccountId가 없을 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseDuplicateLogin">
            <summary>
            중복 로그인
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseByNewConnection">
            <summary>
            Disconnect by server state. client can't receive.
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseDisconnectAlarmFromClient">
            <summary>
            Client와의 연결 끊김을 감지할 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseDisconnectAlarmNotFindSession">
            <summary>
            Session을 찾을 수 없는 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseCheckClientStateFail">
            <summary>
            클라이언트가 CHECK_CLIENT_STATE에 응답하지 않을 경우
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.ForceCloseGhostUser">
            <summary>
            GhostUser
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.ErrorCode.SocketDisconnect">
            <summary>
            Disconnect by socket state. used by client only.
            </summary>
        </member>
        <member name="T:Com.Nhn.Gameanvil.Protocol.SynchronizeReflection">
            <summary>Holder for reflection information generated from synchronize.proto</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.SynchronizeReflection.Descriptor">
            <summary>File descriptor for synchronize.proto</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateSync.SyncIdFieldNumber">
            <summary>Field number for the "sync_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateSync.TransformFieldNumber">
            <summary>Field number for the "transform" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.CreateSync.PrefabNameFieldNumber">
            <summary>Field number for the "prefab_name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.DestroySync.SyncIdFieldNumber">
            <summary>Field number for the "sync_id" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.DestroySync.SyncKeyFieldNumber">
            <summary>Field number for the "sync_key" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.DestroySync.SyncKey">
            <summary>
            destroy 요청을 보낸 유저의 SyncKey
            </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SyncMap.SyncKeyFieldNumber">
            <summary>Field number for the "syncKey" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.SyncMap.SyncKey">
             <summary>
            보낸 유저의 syncKey
             </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SyncMap.SyncsFieldNumber">
            <summary>Field number for the "syncs" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Sync.PrefabNameFieldNumber">
            <summary>Field number for the "prefab_Name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Sync.TransformSyncFieldNumber">
            <summary>Field number for the "transform_sync" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Sync.AnimatorSyncFieldNumber">
            <summary>Field number for the "animator_sync" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Sync.RigidBodySyncFieldNumber">
            <summary>Field number for the "rigid_body_sync" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Sync.RigidBody2DSyncFieldNumber">
            <summary>Field number for the "rigid_body_2d_sync" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.PositionXFieldNumber">
            <summary>Field number for the "position_x" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.PositionYFieldNumber">
            <summary>Field number for the "position_y" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.PositionZFieldNumber">
            <summary>Field number for the "position_z" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.QuaternionXFieldNumber">
            <summary>Field number for the "quaternion_x" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.QuaternionYFieldNumber">
            <summary>Field number for the "quaternion_y" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.QuaternionZFieldNumber">
            <summary>Field number for the "quaternion_z" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.QuaternionWFieldNumber">
            <summary>Field number for the "quaternion_w" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.ScaleXFieldNumber">
            <summary>Field number for the "scale_x" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.ScaleYFieldNumber">
            <summary>Field number for the "scale_y" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.Transform.ScaleZFieldNumber">
            <summary>Field number for the "scale_z" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.TransformSync.TransformFieldNumber">
            <summary>Field number for the "transform" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AnimatorSync.AnimatorParametersFieldNumber">
            <summary>Field number for the "animator_parameters" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AnimatorSync.TriggersFieldNumber">
            <summary>Field number for the "triggers" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.IntValueFieldNumber">
            <summary>Field number for the "int_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.HasIntValue">
            <summary>Gets whether the "int_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.ClearIntValue">
            <summary> Clears the value of the oneof if it's currently set to "int_value" </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.BoolValueFieldNumber">
            <summary>Field number for the "bool_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.HasBoolValue">
            <summary>Gets whether the "bool_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.ClearBoolValue">
            <summary> Clears the value of the oneof if it's currently set to "bool_value" </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.FloatValueFieldNumber">
            <summary>Field number for the "float_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.HasFloatValue">
            <summary>Gets whether the "float_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.ClearFloatValue">
            <summary> Clears the value of the oneof if it's currently set to "float_value" </summary>
        </member>
        <member name="T:Com.Nhn.Gameanvil.Protocol.AnimatorParameter.TypeOneofCase">
            <summary>Enum of possible cases for the "type" oneof.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.AnimatorTrigger.NameFieldNumber">
            <summary>Field number for the "name" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody.VelocityXFieldNumber">
            <summary>Field number for the "velocity_x" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody.VelocityYFieldNumber">
            <summary>Field number for the "velocity_y" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody.VelocityZFieldNumber">
            <summary>Field number for the "velocity_z" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody.AngularVelocityXFieldNumber">
            <summary>Field number for the "angularVelocity_x" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody.AngularVelocityYFieldNumber">
            <summary>Field number for the "angularVelocity_y" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody.AngularVelocityZFieldNumber">
            <summary>Field number for the "angularVelocity_z" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBodySync.RigidbodyFieldNumber">
            <summary>Field number for the "rigidbody" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBodySync.SendSyncTimeFieldNumber">
            <summary>Field number for the "sendSyncTime" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody2D.VelocityXFieldNumber">
            <summary>Field number for the "velocity_x" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody2D.VelocityYFieldNumber">
            <summary>Field number for the "velocity_y" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody2D.AngularVelocityFieldNumber">
            <summary>Field number for the "angularVelocity" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody2DSync.Rigidbody2DFieldNumber">
            <summary>Field number for the "rigidbody2D" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RigidBody2DSync.SendSyncTimeFieldNumber">
            <summary>Field number for the "sendSyncTime" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.InitSync.SyncKeyFieldNumber">
            <summary>Field number for the "sync_key" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.InitSync.SyncMapFieldNumber">
            <summary>Field number for the "sync_map" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.InitSync.ServerSyncTimeFieldNumber">
            <summary>Field number for the "serverSyncTime" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.InitSync.CustomPropertyFieldNumber">
            <summary>Field number for the "custom_property" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SyncTimeRes.ServerSyncTimeFieldNumber">
            <summary>Field number for the "serverSyncTime" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SetCustomProperty.KeyFieldNumber">
            <summary>Field number for the "key" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SetCustomProperty.CustomValueFieldNumber">
            <summary>Field number for the "custom_value" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SetCustomPropertyCas.KeyFieldNumber">
            <summary>Field number for the "key" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SetCustomPropertyCas.CustomValueFieldNumber">
            <summary>Field number for the "custom_value" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.SetCustomPropertyCas.CustomValueExpectedFieldNumber">
            <summary>Field number for the "custom_value_expected" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.RemoveCustomProperty.KeyFieldNumber">
            <summary>Field number for the "key" field.</summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.FloatValueFieldNumber">
            <summary>Field number for the "float_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.HasFloatValue">
            <summary>Gets whether the "float_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.ClearFloatValue">
            <summary> Clears the value of the oneof if it's currently set to "float_value" </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.IntValueFieldNumber">
            <summary>Field number for the "int_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.HasIntValue">
            <summary>Gets whether the "int_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.ClearIntValue">
            <summary> Clears the value of the oneof if it's currently set to "int_value" </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.BoolValueFieldNumber">
            <summary>Field number for the "bool_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.HasBoolValue">
            <summary>Gets whether the "bool_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.ClearBoolValue">
            <summary> Clears the value of the oneof if it's currently set to "bool_value" </summary>
        </member>
        <member name="F:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.StringValueFieldNumber">
            <summary>Field number for the "string_value" field.</summary>
        </member>
        <member name="P:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.HasStringValue">
            <summary>Gets whether the "string_value" field is set</summary>
        </member>
        <member name="M:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.ClearStringValue">
            <summary> Clears the value of the oneof if it's currently set to "string_value" </summary>
        </member>
        <member name="T:Com.Nhn.Gameanvil.Protocol.MultiTypeValue.ValueOneofCase">
            <summary>Enum of possible cases for the "Value" oneof.</summary>
        </member>
    </members>
</doc>
