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