39 lines
1.1 KiB
C#
39 lines
1.1 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 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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public int[] IdList;
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public MassIdentityPkt(int[] idList) {
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IdList = idList;
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}
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public MassIdentityPkt() {
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}
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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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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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