JohnCorby 62e7ea1906 - add ForId and OnlySendToSpecific
- dont send ForId or OnlySendToSpecific if we dont have to
- fix message type check (`this is not PlayerInformationEvent or PlayerReadyEvent`)
2021-12-06 01:44:02 -08:00

65 lines
1.4 KiB
C#

using QuantumUNET.Messages;
using QuantumUNET.Transport;
namespace QSB.Messaging
{
public class PlayerMessage : QMessageBase
{
/// <summary>
/// The Player ID that is sending this message
/// </summary>
public uint FromId { get; set; }
/// <summary>
/// The Player ID that this message is about
/// </summary>
public uint AboutId { get; set; }
/// <summary>
/// If true, only send this message to the host of the current session
/// (OnReceiveLocal/Remote is not called on any other client)
/// </summary>
public bool OnlySendToHost { get; set; }
/// <summary>
/// If true, only send this message to ForId
/// </summary>
public bool OnlySendToSpecific { get; set; }
/// <summary>
/// The Player ID that this message is for
/// </summary>
public uint ForId { get; set; }
public override void Deserialize(QNetworkReader reader)
{
FromId = reader.ReadUInt32();
AboutId = reader.ReadUInt32();
OnlySendToHost = reader.ReadBoolean();
if (!OnlySendToHost)
{
OnlySendToSpecific = reader.ReadBoolean();
if (OnlySendToSpecific)
{
ForId = reader.ReadUInt32();
}
}
}
public override void Serialize(QNetworkWriter writer)
{
writer.Write(FromId);
writer.Write(AboutId);
writer.Write(OnlySendToHost);
if (!OnlySendToHost)
{
writer.Write(OnlySendToSpecific);
if (OnlySendToSpecific)
{
writer.Write(ForId);
}
}
}
}
}