/// <summary> /// Writes the properties to be sync on an outgoing message. /// </summary> /// <param name="message">The outgoing message</param> /// <param name="includedFields">Indicates the fields that must synchronized</param> protected void WriteSyncMessage(OutgoingMessage message, RoomInfoFieldsFlags includedFields) { message.Write((byte)includedFields); if (includedFields.HasFlag(RoomInfoFieldsFlags.Name)) { message.Write(this.Name); } if (includedFields.HasFlag(RoomInfoFieldsFlags.PlayerCount)) { message.Write(this.playerCount); } if (includedFields.HasFlag(RoomInfoFieldsFlags.MaxPlayers)) { message.Write(this.maxPlayers); } if (includedFields.HasFlag(RoomInfoFieldsFlags.PropertiesListedInLobby)) { message.Write(this.propertiesListedInLobby); } }
/// <summary> /// Writes the properties to be sync on an outgoing message. /// </summary> /// <param name="message">The outgoing message</param> internal void WriteSyncMessage(OutgoingMessage message) { this.WriteSyncMessage(message, this.pendingSyncFields); this.pendingSyncFields = RoomInfoFieldsFlags.None; }