2017-05-09 03:25:04 +02:00
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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 list of ID's of players currently connected.
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/// </summary>
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public class MassIdentityPkt : MessageBase {
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2017-05-09 05:13:30 +02:00
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/// <summary>
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/// List of Connection ID's to send
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/// </summary>
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2017-05-09 03:25:04 +02:00
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public int[] IdList;
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2017-05-09 05:13:30 +02:00
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/// <summary>
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/// Create a Mass Identity packet used to send a list of currently online connections.
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/// </summary>
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/// <param name="idList"></param>
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2017-05-09 03:25:04 +02:00
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public MassIdentityPkt(int[] idList) {
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IdList = idList;
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}
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2017-05-09 05:13:30 +02:00
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/// <summary>
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/// Parameter-less constructor using when deserializing the message.
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/// </summary>
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2017-05-09 03:25:04 +02:00
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public MassIdentityPkt() {
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}
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2017-05-09 05:13:30 +02:00
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/// <summary>
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/// Used to deserialize a message received via networking.
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/// </summary>
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/// <param name="reader"></param>
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2017-05-09 03:25:04 +02:00
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public override void Deserialize(NetworkReader reader) {
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byte[][] ByteArray = new byte[4][];
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ByteArray[0] = reader.ReadBytesAndSize();
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ByteArray[1] = reader.ReadBytesAndSize();
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ByteArray[2] = reader.ReadBytesAndSize();
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ByteArray[3] = reader.ReadBytesAndSize();
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IdList = NetworkHelper.DeserializeIntArray(ByteArray);
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}
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2017-05-09 05:13:30 +02:00
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/// <summary>
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/// Used to serialize the message before it is sent.
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/// </summary>
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/// <param name="writer"></param>
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2017-05-09 03:25:04 +02:00
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public override void Serialize(NetworkWriter writer) {
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byte[][] ByteArray = NetworkHelper.SerializeIntArray(IdList);
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writer.WriteBytesFull(ByteArray[0]);
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writer.WriteBytesFull(ByteArray[1]);
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writer.WriteBytesFull(ByteArray[2]);
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writer.WriteBytesFull(ByteArray[3]);
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}
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}
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}
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