quakeball/Assets/Scripts/TeaNet/Packets/Packet.cs

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namespace NeonTea.Quakeball.TeaNet.Packets {
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/// <summary>A packet for sending stuff over to connections.</summary>
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public abstract class Packet {
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/// <summary>Packet meta-information: Is this packet reliable. Set just before sending.</summary>
public bool PacketIsReliable = true;
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/// <summary>Packet meta-information: Id of this packet. Set just before sending.</summary>
public int PacketId;
/// <summary>Size of this packet in bytes. Only available after the packet has been Read (when received) or Written (when sent).</summary>
public int Size;
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/// <summary>Write any relevant information about this packet into the buffer.</summary>
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public abstract void Write(ByteBuffer buffer);
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/// <summary>Read and assign any relevant information about this packet from the buffer.</summary>
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public abstract void Read(ByteBuffer buffer);
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/// <summary>Make a shallow copy for this packet, copying any primitives but retaining any references to instances.</summary>
public Packet ShallowCopy() {
return (Packet)this.MemberwiseClone();
}
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}
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/// <summary>Defines something as writeable/readable by the buffer. Useful for creating abstractions within packets.</summary>
public interface Serializable {
void Write(ByteBuffer buffer);
void Read(ByteBuffer buffer);
}
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public enum PacketStage {
Establishing = 0,
Rejected = 1,
Closed = 2,
Ready = 3,
}
public enum ClosingReason {
Unknown = 0,
IncorrectVersion = 1,
Timeout = 2,
Manual = 3,
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}
}