public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(SourceAuthorityIndex); context.Write(DestinationAuthorityIndex); context.Write(Value); }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { action = (State)reader.ReadInt32(); phaseStartTick = reader.ReadInt32(); ammoInClip = reader.ReadInt32(); COF = reader.ReadFloatQ(); }
public static void RunTest() { TreeTest input = new TreeTest(43); TreeTest common = new TreeTest(66); common.other.Add(new TreeTest(100)); input.other.Add(common); input.other.Add(common); input.other.Add(common); MemoryStream ms = new MemoryStream(); BinaryWriter bw = new BinaryWriter(ms); SerializeContext serializeContext = new SerializeContext(bw); Field.Serialize(serializeContext, bw, ref input); BinaryReader br = new BinaryReader(new MemoryStream(ms.ToArray())); DeserializeContext deserializeContext = new DeserializeContext(br); TreeTest result = null; Field.Deserialize(deserializeContext, br, ref result); Debug.Assert(input.Equals(result)); foreach (var item in result.other) { // Check the graph works: Debug.Assert(ReferenceEquals(item, result.other[0])); } }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { context.RefSerializer.SerializeReference(ref writer, "triggerEntity", TriggeredEntity); context.RefSerializer.SerializeReference(ref writer, "PreTriggeredEntity", PreTriggeredEntity); writer.WriteBoolean("IsAllowTrigger", IsAllowTrigger); }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { fireTick = reader.ReadInt32(); fireEndPos = reader.ReadVector3Q(); impactType = (ImpactType)reader.ReadInt32(); impactNormal = reader.ReadVector3Q(); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { writer.WriteVector3Q("position", position, 2); writer.WriteFloatQ("rotation", rotation, 0); writer.WriteFloatQ("aimYaw", aimYaw, 0); writer.WriteFloatQ("aimPitch", aimPitch, 0); writer.WriteFloatQ("moveYaw", moveYaw, 0); writer.WriteInt32("charLocoState", (int)charLocoState); writer.WriteInt32("charLocoTick", charLocoTick); writer.WriteInt32("characterAction", (int)charAction); writer.WriteInt32("characterActionTick", charActionTick); writer.WriteBoolean("sprinting", sprinting == 1); writer.WriteFloatQ("sprintWeight", sprintWeight, 2); writer.WriteInt32("damageTick", damageTick); writer.WriteFloatQ("damageDirection", damageDirection, 1); //writer.WriteFloatQ("moveAngleLocal", moveAngleLocal, 0); //writer.WriteFloatQ("shootPoseWeight", shootPoseWeight); //writer.WriteVector2Q("locomotionVector", locomotionVector); //writer.WriteFloatQ("locomotionPhase", locomotionPhase); //writer.WriteFloatQ("banking", banking); //writer.WriteFloatQ("landAnticWeight", landAnticWeight, 2); //writer.WriteFloatQ("turnStartAngle", turnStartAngle, 0); //writer.WriteInt16("turnDirection", turnDirection); //writer.WriteFloatQ("squashTime", squashTime, 2); //writer.WriteFloatQ("squashWeight", squashWeight, 2); //writer.WriteFloatQ("inAirTime", inAirTime, 2); //writer.WriteFloatQ("jumpTime", jumpTime, 2); //writer.WriteFloatQ("simpleTime", simpleTime, 2); //writer.WriteVector2Q("footIkOffset", footIkOffset, 2); //writer.WriteVector3Q("footIkNormalLeft", footIkNormalLeft, 2); //writer.WriteVector3Q("footIkNormaRight", footIkNormaRight, 2); }
public static void Serialize <T>(SerializeContext context, BinaryWriter bw, TagLookup <T> value) { for (var i = 0; i < value.Count; i++) { Field.Serialize(context, bw, ref value.values[i]); } }
static void TestPrimitiveType() { PrimitiveTypes subject = new PrimitiveTypes() { @bool = true, @float = 3.14159f, @double = 9.999, @char = 'q', @int = 42, @sbyte = 1 }; MemoryStream ms = new MemoryStream(); BinaryWriter bw = new BinaryWriter(ms); SerializeContext serializeContext = new SerializeContext(bw); Field.Serialize(serializeContext, bw, ref subject); BinaryReader br = new BinaryReader(new MemoryStream(ms.ToArray())); DeserializeContext deserializeContext = new DeserializeContext(br); PrimitiveTypes result = default(PrimitiveTypes); Field.Deserialize(deserializeContext, br, ref result); Debug.Assert(object.Equals(result, subject)); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { var transform = context.entityManager.GetComponentObject <Transform>(context.entity); writer.WriteVector3Q("position", transform.position); writer.WriteQuaternionQ("rotation", transform.rotation); }
public void ProcessCommand(int connectionId, int tick, ref NetworkReader data) { ServerGameLoop.ClientInfo client; if (!m_Clients.TryGetValue(connectionId, out client)) { return; } if (client.player) { var serializeContext = new SerializeContext { entityManager = _gameWorld.GetEntityManager(), entity = Entity.Null, refSerializer = null, tick = tick }; if (tick == _gameWorld.WorldTime.tick) { client.latestCommand.Deserialize(ref serializeContext, ref data); } // Pass on command to controlled entity if (client.player.controlledEntity != Entity.Null) { var userCommand = _gameWorld.GetEntityManager().GetComponentData <UserCommandComponentData>( client.player.controlledEntity); userCommand.command = client.latestCommand; _gameWorld.GetEntityManager().SetComponentData(client.player.controlledEntity, userCommand); } } }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Cookie); context.Write(Certificate); context.Write(SignDateTime); }
internal void NetworkSerializeHelper(SerializeContext context, BinaryWriter bw) { for (int i = 0; i < count; i++) { Field.Serialize(context, bw, ref values[i]); } }
public override void Serialize(IBitWriter bs, SerializeContext ctx) { bs.WriteVector3(transform.position); var euler = transform.rotation.eulerAngles; euler.x = Mathf.Repeat(euler.x, 360); euler.y = Mathf.Repeat(euler.y, 360); euler.z = Mathf.Repeat(euler.z, 360); bs.WriteLossyFloat(euler.x, 0, 360); bs.WriteLossyFloat(euler.y, 0, 360); bs.WriteLossyFloat(euler.z, 0, 360); var sleeping = rigidbody.IsSleeping(); bs.WriteBool(sleeping); if (!sleeping) { var velocity = rigidbody.velocity; bs.WriteLossyFloat(velocity.x, -maxVelocity, maxVelocity); bs.WriteLossyFloat(velocity.y, -maxVelocity, maxVelocity); bs.WriteLossyFloat(velocity.z, -maxVelocity, maxVelocity); var angularVelocity = rigidbody.angularVelocity; bs.WriteLossyFloat(angularVelocity.x, -maxAngularVelocity, maxAngularVelocity); bs.WriteLossyFloat(angularVelocity.y, -maxAngularVelocity, maxAngularVelocity); bs.WriteLossyFloat(angularVelocity.z, -maxAngularVelocity, maxAngularVelocity); } }
public static void SerializeArray3DField <T>(SerializeContext context, BinaryWriter bw, T[,,] array) { if (!context.Walk(array)) // null check { return; } context.VisitObject(array); int length0, length1, length2; bw.WriteSmallInt32(length0 = array.GetLength(0)); bw.WriteSmallInt32(length1 = array.GetLength(1)); bw.WriteSmallInt32(length2 = array.GetLength(2)); for (var i = 0; i < length0; i++) { for (var j = 0; j < length1; j++) { for (var k = 0; k < length2; k++) { Field.Serialize(context, bw, ref array[i, j, k]); } } } context.LeaveObject(); }
protected override void SerializeBase(uint?objectItem, BinaryWriter writer, SerializeContext context) { var isNull = objectItem == null; writer.Write(isNull); if (!isNull) { writer.Write(objectItem.Value); } }
public void Interpolate(ref SerializeContext context, ref MovableData first, ref MovableData last, float t) { var transform = context.entityManager.GetComponentObject <Transform>(context.entity); transform.position = Vector3.Lerp(first.position, last.position, t); transform.rotation = Quaternion.Lerp(first.rotation, last.rotation, t); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Data); context.Write(Signature); context.Write(CertificateData); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { // FSLog.Info($"TransformPredictedState Serialize,enity:{context.Entity},Position:{Position}!"); writer.WriteVector3Q("position", Position); writer.WriteQuaternionQ("rotation", Rotation); }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { state = (State)reader.ReadInt32(); actionStartTick = reader.ReadInt32(); ammoInClip = reader.ReadInt32(); fireRate = reader.ReadFloatQ(); }
/// <summary> /// Creates a new sum proof. /// </summary> /// <param name="r">The randomness used to encrypt the vote.</param> /// <param name="voteSum">The sum of all votes for which to generate a proof.</param> /// <param name="publicKey">The public key with which the vote was encrypted.</param> /// <param name="parameters">Cryptographic Parameters.</param> public Proof(BigInt r, Vote voteSum, BigInt publicKey, BaseParameters parameters) { if (r == null) throw new ArgumentNullException("r"); if (voteSum == null) throw new ArgumentNullException("vote"); if (publicKey == null) throw new ArgumentNullException("publicKey"); if (parameters == null) throw new ArgumentNullException("parameters"); BigInt r0 = parameters.Random(); T0 = publicKey.PowerMod(r0, parameters.P); MemoryStream serializeStream = new MemoryStream(); SerializeContext serializer = new SerializeContext(serializeStream); serializer.Write(voteSum.Ciphertext); serializer.Write(voteSum.HalfKey); serializer.Write(publicKey); serializer.Write(T0); serializer.Close(); serializeStream.Close(); SHA512Managed sha512 = new SHA512Managed(); byte[] hash = sha512.ComputeHash(serializeStream.ToArray()); C0 = hash[0] | (hash[1] << 8); S0 = r0 + r * C0; }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Exception == null); if (Exception != null) context.Write(Exception.ToBinary()); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { var behaviour = context.entityManager.GetComponentObject <PlayerState>(context.entity); writer.WriteInt32("playerId", behaviour.playerId); writer.WriteString("playerName", behaviour.playerName); writer.WriteInt32("teamIndex", behaviour.teamIndex); writer.WriteInt32("score", behaviour.score); context.refSerializer.SerializeReference(ref writer, "controlledEntity", behaviour.controlledEntity); writer.SetFieldSection(NetworkWriter.FieldSectionType.OnlyPredicting); writer.WriteBoolean("displayScoreBoard", behaviour.displayScoreBoard); writer.WriteBoolean("displayGameScore", behaviour.displayGameScore); writer.WriteBoolean("displayGameResult", behaviour.displayGameResult); writer.WriteString("gameResult", behaviour.gameResult); writer.WriteBoolean("displayGoal", behaviour.displayGoal); writer.WriteVector3Q("goalPosition", behaviour.goalPosition, 2); writer.WriteUInt32("goalDefendersColor", behaviour.goalDefendersColor); writer.WriteUInt32("goalAttackersColor", behaviour.goalAttackersColor); writer.WriteUInt32("goalAtackers", behaviour.goalAttackers); writer.WriteUInt32("goalDefenders", behaviour.goalDefenders); writer.WriteString("goalString", behaviour.goalString); writer.WriteString("actionString", behaviour.actionString); writer.WriteFloatQ("goalCompletion", behaviour.goalCompletion, 2); writer.ClearFieldSection(); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { writer.WriteInt32("primFireTick", fireTick); writer.WriteVector3Q("fireEndPos", fireEndPos, 2); writer.WriteInt32("impact", (int)impactType); writer.WriteVector3Q("impactNormal", impactNormal, 1); }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { var behaviour = context.entityManager.GetComponentObject <PlayerState>(context.entity); behaviour.playerId = reader.ReadInt32(); behaviour.playerName = reader.ReadString(); behaviour.teamIndex = reader.ReadInt32(); behaviour.score = reader.ReadInt32(); context.refSerializer.DeserializeReference(ref reader, ref behaviour.controlledEntity); behaviour.displayScoreBoard = reader.ReadBoolean(); behaviour.displayGameScore = reader.ReadBoolean(); behaviour.displayGameResult = reader.ReadBoolean(); behaviour.gameResult = reader.ReadString(); behaviour.displayGoal = reader.ReadBoolean(); behaviour.goalPosition = reader.ReadVector3Q(); behaviour.goalDefendersColor = reader.ReadUInt32(); behaviour.goalAttackersColor = reader.ReadUInt32(); behaviour.goalAttackers = reader.ReadUInt32(); behaviour.goalDefenders = reader.ReadUInt32(); behaviour.goalString = reader.ReadString(); behaviour.actionString = reader.ReadString(); behaviour.goalCompletion = reader.ReadFloatQ(); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { writer.WriteInt32("phase", (int)action); writer.WriteInt32("phaseStart", phaseStartTick); writer.WriteInt32("ammoInClip", ammoInClip); writer.WriteFloatQ("COF", COF, 0); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { writer.WriteInt32("phase", (int)state); writer.WriteInt32("phaseStart", actionStartTick); writer.WriteInt32("ammoInClip", ammoInClip); writer.WriteFloatQ("fireRate", fireRate, 2); }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { position = reader.ReadVector3Q(); rotation = reader.ReadFloatQ(); aimYaw = reader.ReadFloatQ(); aimPitch = reader.ReadFloatQ(); moveYaw = reader.ReadFloatQ(); charLocoState = (CharacterPredictedData.LocoState)reader.ReadInt32(); charLocoTick = reader.ReadInt32(); charAction = (CharacterPredictedData.Action)reader.ReadInt32(); charActionTick = reader.ReadInt32(); sprinting = reader.ReadBoolean() ? 1 : 0; sprintWeight = reader.ReadFloatQ(); damageTick = reader.ReadInt32(); damageDirection = reader.ReadFloatQ(); //moveAngleLocal = reader.ReadFloatQ(); //shootPoseWeight = reader.ReadFloatQ(); //locomotionVector = reader.ReadVector2Q(); //locomotionPhase = reader.ReadFloatQ(); //banking = reader.ReadFloatQ(); //landAnticWeight = reader.ReadFloatQ(); //turnStartAngle = reader.ReadFloatQ(); //turnDirection = reader.ReadInt16(); //squashTime = reader.ReadFloatQ(); //squashWeight = reader.ReadFloatQ(); //inAirTime = reader.ReadFloatQ(); //jumpTime = reader.ReadFloatQ(); //simpleTime = reader.ReadFloatQ(); //footIkOffset = reader.ReadVector2Q(); //footIkNormalLeft = reader.ReadVector3Q(); //footIkNormaRight = reader.ReadVector3Q(); }
public static void SendCommand(LocalPlayer localPlayer, int tick) { if (localPlayer.playerState == null) { return; } var command = UserCommand.defaultCommand; var commandValid = localPlayer.commandBuffer.TryGetValue(tick, ref command); if (commandValid) { var serializeContext = new SerializeContext { entityManager = null, entity = Entity.Null, refSerializer = null, tick = tick }; localPlayer.networkClient.QueueCommand(tick, (ref NetworkWriter writer) => { command.Serialize(ref serializeContext, ref writer); }); } }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { var behaviour = context.entityManager.GetComponentObject <CapturePoint>(context.entity); behaviour.objectiveName = reader.ReadString(); behaviour.status = (CapturePoint.Status)reader.ReadByte(); behaviour.captured = reader.ReadFloatQ(); // TODO (petera) replace with proper cross scene reference system foreach (var i in CapturePointReference.capturePointReferences) { if (i.index == behaviour.captureIndex && i.animator != null) { int captured = 0; if (behaviour.status == CapturePoint.Status.Capturing || behaviour.status == CapturePoint.Status.Contested) { captured = 1; } else if (behaviour.status == CapturePoint.Status.Completed) { captured = 2; } i.animator.SetInteger("Captured", captured); } } }
public void Interpolate(ref SerializeContext context, ref InterpolatedState first, ref InterpolatedState last, float t) { position = math.lerp(first.position, last.position, t); exploded = first.exploded; bouncetick = first.bouncetick; }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { position = reader.ReadVector3(); exploded = reader.ReadBoolean() ? 1 : 0; bouncetick = reader.ReadInt32(); velocity = reader.ReadVector3(); }
public void Serialize(ref SerializeContext context, ref NetworkWriter writer) { context.RefSerializer.SerializeReference(ref writer, "FilledIn1", FilledIn1); context.RefSerializer.SerializeReference(ref writer, "FilledIn2", FilledIn2); context.RefSerializer.SerializeReference(ref writer, "FilledIn3", FilledIn3); context.RefSerializer.SerializeReference(ref writer, "FilledIn4", FilledIn4); }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Request); context.Write(SecureRequest); context.Write(SecureRequestInfo); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write((int)Status); context.Write(SignatureResponse); }
private static void SerializeDelegate(SerializeContext context, BinaryWriter bw, Delegate d, Type delegateType) { Debug.Assert(d != null); Debug.Assert(StaticDelegateTable.delegateTypeTable.ContainsKey(delegateType)); var delegateTypeInfo = StaticDelegateTable.delegateTypeTable[delegateType]; var methodId = delegateTypeInfo.GetIdForMethod(d.Method); bw.Write(methodId); var delegateMethodInfo = delegateTypeInfo.GetMethodInfoForId(methodId); if (delegateMethodInfo.canHaveTarget) { var target = d.Target; if (context.Walk(target)) { StaticDispatchTable.SerializationDispatcher(context, bw, target); } } else { Debug.Assert(d.Target == null); } }
public override void SerializeDestruction(BitStream bs, SerializeContext ctx) { bs.Write(deathReason.HasValue); if (deathReason.HasValue) { bs.Write(deathReason.Value); } }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); if (Exception == null) { context.WriteList(this.votings); } }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); if (Exception == null) { context.Write(EncryptedCode); } }
public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { context.RefSerializer.DeserializeReference(ref reader, ref FilledIn1); context.RefSerializer.DeserializeReference(ref reader, ref FilledIn2); context.RefSerializer.DeserializeReference(ref reader, ref FilledIn3); context.RefSerializer.DeserializeReference(ref reader, ref FilledIn4); // FSLog.Info($"SlotPredictedState DeserializeReference:{FilledInEntity}"); }
public override void Serialize(SerializeContext context) { base.Serialize(context); if (Exception == null) { context.WriteList(SignChecks); context.Write(EncryptedSignatureRequest); } }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); if (Exception == null) { context.Write(this.votingMaterials.Count); foreach (var votingMaterial in this.votingMaterials) { context.Write(votingMaterial.First); context.Write((int)votingMaterial.Second); context.WriteList(votingMaterial.Third); } } }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(this.fullName); }
/// <summary> /// Save the data of the authority to file. /// </summary> /// <param name="fileName">Name of file to save.</param> public void Save(string fileName) { FileStream fileStream = new FileStream(fileName, FileMode.Create, FileAccess.Write); SerializeContext context = new SerializeContext(fileStream); context.Write(this.parameters); context.Write(this.signedParameters); context.Write(this.authorities.Count); this.authorities.Foreach(pair => { context.Write(pair.Key); context.Write(pair.Value); }); this.authority.Serialize(context); context.Close(); fileStream.Close(); }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Id); context.Write(Title); context.Write(Description); context.WriteList(this.questions); context.Write(VotingBeginDate); context.Write(VotingEndDate); context.Write(AuthorityCount); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(VotingId); context.Write(Title); context.Write(Description); context.Write(Url); context.Write(VotingBeginDate); context.Write(VotingEndDate); context.Write(GroupId); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(SystemName); context.Write(WelcomeMessage); context.Write(Image); context.Write(Url); context.Write(UpdateVersion); context.Write(UpdateUrl); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(AuthorityIndex); context.WriteList(EncryptedShares); context.WriteList(VerificationValues); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(VotingId); context.Write(AuthorityIndex); context.WriteList(PartialDeciphers); context.Write(EnvelopeCount); context.Write(EnvelopeHash); context.Write(Date); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(EnvelopeCount); }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.WriteList(this.coefficients); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(P); context.Write(Q); context.Write(G); context.Write(F); context.Write(Thereshold); context.Write(AuthorityCount); context.Write(ProofCount); context.WriteList(this.questions); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Config); context.WriteList(Groups); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(VotingId); context.Write(VoterId); context.WriteList(Ballots); context.Write(Date); }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(ComplainingAuthorityIndex); context.Write(CertificateStorage); context.Write(SignedParameters); context.Write(AllShareParts); context.WriteDictionary(TrapDoors); context.WriteDictionary(Authorities); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(ReceiverId); context.Write(Data); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(VoteReceipt); }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(Title); context.Write(Descrption); context.Write(Url); context.WriteList(Questions); }
public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(P); context.Write(Q); context.Write(G); context.Write(F); context.Write(Thereshold); context.Write(AuthorityCount); context.Write(MaxVota); context.Write(OptionCount); context.Write(ProofCount); }
/// <summary> /// Serializes the object to binary. /// </summary> /// <param name="context">Context for serializable.</param> public override void Serialize(SerializeContext context) { base.Serialize(context); context.Write(FirstName); context.Write(FamilyName); context.Write(EmailAddress); }