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58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
using QuantumUNET.Messages;
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using QuantumUNET.Transport;
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namespace QSB.Messaging
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{
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public class PlayerMessage : QMessageBase
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{
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/// <summary>
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/// The Player ID that is sending this message
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/// </summary>
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public uint FromId { get; set; }
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/// <summary>
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/// The Player ID that this message is about
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/// </summary>
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public uint AboutId { get; set; }
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/// <summary>
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/// If true, only send this message to the host of the current session
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/// (OnReceiveLocal/Remote is not called on any other client)
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/// </summary>
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public bool OnlySendToHost { get; set; }
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/// <summary>
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/// The Player ID that this message is for.
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/// By default, this is uint.MaxValue,
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/// which means this is ignored and the message is sent to all clients
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/// </summary>
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public uint ForId { get; set; } = uint.MaxValue;
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/// used to force set ForId.
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/// primarily used for state resyncing, when the server needs to send a specific client a bunch of events
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public static uint ForIdOverride = uint.MaxValue;
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public override void Deserialize(QNetworkReader reader)
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{
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FromId = reader.ReadUInt32();
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AboutId = reader.ReadUInt32();
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OnlySendToHost = reader.ReadBoolean();
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if (!OnlySendToHost)
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{
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reader.ReadUInt32();
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}
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}
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public override void Serialize(QNetworkWriter writer)
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{
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writer.Write(FromId);
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writer.Write(AboutId);
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writer.Write(OnlySendToHost);
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if (!OnlySendToHost)
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{
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writer.Write(ForIdOverride != uint.MaxValue ? ForIdOverride : ForId);
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}
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}
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}
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}
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