using Mirror;
using QSB.Messaging;
using QSB.WorldSync;
namespace QSB.AuthoritySync
{
///
/// always sent to host
///
public class AuthQueueMessage : QSBEnumMessage
{
private uint NetId;
public AuthQueueMessage(uint netId, AuthQueueAction action)
{
To = 0;
NetId = netId;
Value = action;
}
public override void Serialize(NetworkWriter writer)
{
base.Serialize(writer);
writer.Write(NetId);
}
public override void Deserialize(NetworkReader reader)
{
base.Deserialize(reader);
NetId = reader.ReadUInt();
}
public override bool ShouldReceive => WorldObjectManager.AllObjectsReady;
public override void OnReceiveLocal() => OnReceiveRemote();
public override void OnReceiveRemote() => NetworkServer.spawned[NetId].UpdateAuthQueue(From, Value);
}
public enum AuthQueueAction
{
///
/// add player to the queue
///
Add,
///
/// remove player from the queue
///
Remove,
///
/// add player to the queue and force them to the front
///
Force
}
}