quantum-space-buddies/QSB/AuthoritySync/AuthQueueMessage.cs
2021-12-26 04:05:36 -08:00

57 lines
1.2 KiB
C#

using QSB.Messaging;
using QSB.WorldSync;
using QuantumUNET;
using QuantumUNET.Transport;
namespace QSB.AuthoritySync
{
/// <summary>
/// always sent to host
/// </summary>
public class AuthQueueMessage : QSBEnumMessage<AuthQueueAction>
{
private QNetworkInstanceId NetId;
public AuthQueueMessage(QNetworkInstanceId netId, AuthQueueAction action)
{
To = 0;
NetId = netId;
Value = action;
}
public AuthQueueMessage() { }
public override void Serialize(QNetworkWriter writer)
{
base.Serialize(writer);
writer.Write(NetId);
}
public override void Deserialize(QNetworkReader reader)
{
base.Deserialize(reader);
NetId = reader.ReadNetworkId();
}
public override bool ShouldReceive => WorldObjectManager.AllObjectsReady;
public override void OnReceiveLocal() => OnReceiveRemote();
public override void OnReceiveRemote() => QNetworkServer.objects[NetId].UpdateAuthQueue(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
}
}