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]); } } }