47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
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using UnityEngine.Networking;
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namespace Cyber.Networking.Messages {
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/// <summary>
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/// Packet containing a mesasge, that someone has disconnected.
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/// </summary>
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public class DisconnectPkt : MessageBase {
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/// <summary>
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/// ID of the connection, which disconnected.
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/// </summary>
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public int ConnectionID;
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/// <summary>
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/// Creates a disconnect package.
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/// </summary>
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/// <param name="connectionID"></param>
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public DisconnectPkt(int connectionID) {
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ConnectionID = connectionID;
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}
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/// <summary>
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/// Creates an empty disconnect package for whatever reason.
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/// </summary>
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public DisconnectPkt() { }
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/// <summary>
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/// Deserializes the disconnect package.
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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ConnectionID = reader.ReadInt32();
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}
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/// <summary>
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/// Serializes the disconnect package for sending!
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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writer.Write(ConnectionID);
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}
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}
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}
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