quantum-space-buddies/QSB/AuthoritySync/AuthQueueMessage.cs
2022-02-25 23:18:46 -08:00

52 lines
1.1 KiB
C#

using Mirror;
using QSB.Messaging;
using QSB.WorldSync;
namespace QSB.AuthoritySync;
/// <summary>
/// always sent to host
/// </summary>
public class AuthQueueMessage : QSBMessage<AuthQueueAction>
{
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 => QSBWorldSync.AllObjectsReady;
public override void OnReceiveLocal() => OnReceiveRemote();
public override void OnReceiveRemote() => NetworkServer.spawned[NetId].ServerUpdateAuthQueue(From, Value);
}
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
}