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