quakeball/Assets/Scripts/Networking/Packets/MultiplePlayerUpdatesPckt.cs

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using UnityEngine;
using NeonTea.Quakeball.TeaNet.Packets;
using System.Collections.Generic;
namespace NeonTea.Quakeball.Networking.Packets {
public class MultiplePlayerUpdatesPckt : Packet {
public List<PlayerUpdatePckt> Updates = new List<PlayerUpdatePckt>();
public MultiplePlayerUpdatesPckt() { }
public MultiplePlayerUpdatesPckt(List<NetPlayer> players) {
foreach (NetPlayer p in players) {
if (p.Controlled == null) {
continue;
}
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Updates.Add(p.Controlled.CreateUpdatePacket(p.Id));
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}
}
public override void Read(ByteBuffer buffer) {
Updates.Clear();
int count = buffer.ReadInt();
for (int i = 0; i < count; i++) {
PlayerUpdatePckt pckt = new PlayerUpdatePckt();
pckt.Read(buffer);
Updates.Add(pckt);
}
}
public override void Write(ByteBuffer buffer) {
buffer.Write(Updates.Count);
foreach (PlayerUpdatePckt p in Updates) {
p.Write(buffer);
}
}
}
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public class MultipleSyncsPckt : Packet {
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public List<PlayerSyncPacket> Syncs = new List<PlayerSyncPacket>();
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public MultipleSyncsPckt() { }
public MultipleSyncsPckt(List<NetPlayer> players) {
foreach (NetPlayer p in players) {
if (p.Controlled == null) {
continue;
}
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Syncs.Add(p.Controlled.CreateSyncPacket(p.Id, p.Unsynced));
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}
}
public override void Read(ByteBuffer buffer) {
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Syncs.Clear();
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int count = buffer.ReadInt();
for (int i = 0; i < count; i++) {
PlayerSyncPacket pckt = new PlayerSyncPacket();
pckt.Read(buffer);
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Syncs.Add(pckt);
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}
}
public override void Write(ByteBuffer buffer) {
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buffer.Write(Syncs.Count);
foreach (PlayerSyncPacket p in Syncs) {
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p.Write(buffer);
}
}
}
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}