39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
|
|
|||
|
using UnityEngine.Networking;
|
|||
|
|
|||
|
namespace Cyber.Networking.Messages {
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Packet containing a list of ID's of players currently connected.
|
|||
|
/// </summary>
|
|||
|
public class MassIdentityPkt : MessageBase {
|
|||
|
|
|||
|
public int[] IdList;
|
|||
|
|
|||
|
public MassIdentityPkt(int[] idList) {
|
|||
|
IdList = idList;
|
|||
|
}
|
|||
|
|
|||
|
public MassIdentityPkt() {
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public override void Deserialize(NetworkReader reader) {
|
|||
|
byte[][] ByteArray = new byte[4][];
|
|||
|
ByteArray[0] = reader.ReadBytesAndSize();
|
|||
|
ByteArray[1] = reader.ReadBytesAndSize();
|
|||
|
ByteArray[2] = reader.ReadBytesAndSize();
|
|||
|
ByteArray[3] = reader.ReadBytesAndSize();
|
|||
|
IdList = NetworkHelper.DeserializeIntArray(ByteArray);
|
|||
|
}
|
|||
|
|
|||
|
public override void Serialize(NetworkWriter writer) {
|
|||
|
byte[][] ByteArray = NetworkHelper.SerializeIntArray(IdList);
|
|||
|
writer.WriteBytesFull(ByteArray[0]);
|
|||
|
writer.WriteBytesFull(ByteArray[1]);
|
|||
|
writer.WriteBytesFull(ByteArray[2]);
|
|||
|
writer.WriteBytesFull(ByteArray[3]);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|