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