41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
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using NeonTea.Quakeball.TeaNet.Packets;
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using System.Collections.Generic;
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namespace NeonTea.Quakeball.Networking.Packets {
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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() { }
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public MultipleSyncsPckt(List<NetPlayer> players) {
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foreach (NetPlayer p in players) {
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if (p.Controlled == null) {
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continue;
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}
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PlayerSyncPacket pckt = p.Controlled.CreateSyncPacket(p.Id, p.Unsynced);
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p.Unsynced = false;
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Syncs.Add(pckt);
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}
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}
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public override void Read(ByteBuffer buffer) {
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Syncs.Clear();
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int count = buffer.ReadInt();
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for (int i = 0; i < count; i++) {
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PlayerSyncPacket pckt = new PlayerSyncPacket();
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pckt.Read(buffer);
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Syncs.Add(pckt);
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}
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}
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public override void Write(ByteBuffer buffer) {
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buffer.Write(Syncs.Count);
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foreach (PlayerSyncPacket p in Syncs) {
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p.Write(buffer);
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}
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}
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}
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}
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