34 lines
843 B
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using Mirror;
using QSB.Messaging;
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using QSB.WorldSync;
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namespace QSB.AuthoritySync;
/// <summary>
/// always sent to host
/// </summary>
public class AuthQueueMessage : QSBMessage<(uint NetId, AuthQueueAction Action)>
{
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public AuthQueueMessage(uint netId, AuthQueueAction action) : base((netId, action)) =>
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To = 0;
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public override bool ShouldReceive => QSBWorldSync.AllObjectsReady;
public override void OnReceiveLocal() => OnReceiveRemote();
public override void OnReceiveRemote() => NetworkServer.spawned[Data.NetId].ServerUpdateAuthQueue(From, Data.Action);
}
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public enum AuthQueueAction
{
/// <summary>
/// add player to the queue
/// </summary>
Add,
/// <summary>
/// remove player from the queue
/// </summary>
Remove,
/// <summary>
/// add player to the queue and force them to the front
/// </summary>
Force
}