55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using UnityEngine.Networking;
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namespace Cyber.Networking.Messages {
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/// <summary>
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/// Contains the Connection ID of the user and weather the ID belongs to the client or not.
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/// </summary>
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public class IdentityPkt : MessageBase {
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/// <summary>
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/// ID of the Connection
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/// </summary>
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public int ConnectionID;
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/// <summary>
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/// Weather the recieving client owns this ID or not.
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/// </summary>
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public bool Owned;
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/// <summary>
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/// Creates a packet containing an ID and the detail weather the recieving client owns this ID.
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/// </summary>
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/// <param name="connectionID">ID of the connection.</param>
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/// <param name="owned">Weather the recieving client owns this ID.</param>
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public IdentityPkt(int connectionID, bool owned) {
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ConnectionID = connectionID;
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Owned = owned;
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}
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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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public IdentityPkt() {
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}
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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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public override void Deserialize(NetworkReader reader) {
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ConnectionID = reader.ReadInt32();
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Owned = reader.ReadBoolean();
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}
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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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public override void Serialize(NetworkWriter writer) {
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writer.Write(ConnectionID);
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writer.Write(Owned);
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}
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}
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}
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