Cyber/Assets/Scripts/Networking/Messages/MassIdentityPkt.cs

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using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
/// <summary>
/// Packet containing a list of ID's of players currently connected.
/// </summary>
public class MassIdentityPkt : MessageBase {
/// <summary>
/// List of Connection ID's to send
/// </summary>
public int[] IdList;
/// <summary>
/// Create a Mass Identity packet used to send a list of currently online connections.
/// </summary>
/// <param name="idList"></param>
public MassIdentityPkt(int[] idList) {
IdList = idList;
}
/// <summary>
/// Parameter-less constructor using when deserializing the message.
/// </summary>
public MassIdentityPkt() {
}
/// <summary>
/// Used to deserialize a message received via networking.
/// </summary>
/// <param name="reader"></param>
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);
}
/// <summary>
/// Used to serialize the message before it is sent.
/// </summary>
/// <param name="writer"></param>
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]);
}
}
}