2021-11-30 16:57:04 -08:00
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using QSB.Messaging;
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using QSB.WorldSync;
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using QuantumUNET;
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using QuantumUNET.Transport;
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2021-12-01 17:50:56 -08:00
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namespace QSB.AuthoritySync
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{
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2021-12-24 22:33:29 -08:00
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/// <summary>
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/// always sent to host
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/// </summary>
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public class AuthQueueMessage : QSBEnumMessage<AuthQueueAction>
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{
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private QNetworkInstanceId NetId;
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public AuthQueueMessage(QNetworkInstanceId netId, AuthQueueAction action)
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{
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To = 0;
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NetId = netId;
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Value = action;
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}
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public override void Serialize(QNetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(NetId);
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}
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2021-12-25 18:57:20 -08:00
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public override void Deserialize(QNetworkReader reader)
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{
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base.Deserialize(reader);
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NetId = reader.ReadNetworkId();
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}
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public override bool ShouldReceive => WorldObjectManager.AllObjectsReady;
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public override void OnReceiveLocal() => OnReceiveRemote();
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public override void OnReceiveRemote() => QNetworkServer.objects[NetId].UpdateAuthQueue(From, Value);
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}
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2021-12-17 20:11:38 -08:00
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public enum AuthQueueAction
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{
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/// <summary>
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/// add player to the queue
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/// </summary>
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Add,
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/// <summary>
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/// remove player from the queue
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/// </summary>
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Remove,
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/// <summary>
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/// add player to the queue and force them to the front
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/// </summary>
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Force
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}
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}
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