public static NetworkRequest Prepare(string version, string session_id)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.CLIENT);
        request.AddString(version);
        request.AddString(session_id);

        return request;
    }
    public static NetworkRequest Prepare(string user_id, string password)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.LOGIN);
        request.AddString(user_id);
        request.AddString(password);

        return request;
    }
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    public static NetworkRequest Prepare(string user_id, string password)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.LOGIN);

        request.AddString(user_id);
        request.AddString(password);

        return(request);
    }
    /*
     * types:
     * 0 - regular message
     * 1 - server message (?)
     * 2 - private message
     *
     * status:
     * 0 - OK
     * 1 - whipser failed
     */
    public static NetworkRequest Prepare(short type, string message, string recipient)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.MESSAGE);
        request.AddShort16(type);
        request.AddString(message);
        request.AddString(recipient);

        return request;
    }
    public static NetworkRequest Prepare(string version, string session_id)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.CLIENT);

        request.AddString(version);
        request.AddString(session_id);

        return(request);
    }
    /*
     * types:
     * 0 - regular message
     * 1 - server message (?)
     * 2 - private message
     *
     * status:
     * 0 - OK
     * 1 - whipser failed
     */

    public static NetworkRequest Prepare(short type, string message, string recipient)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.MESSAGE);

        request.AddShort16(type);
        request.AddString(message);
        request.AddString(recipient);

        return(request);
    }
    public static NetworkRequest Prepare(string fname, string lname, string email, string password, string name, short color)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.REGISTER);
        request.AddString(fname);
        request.AddString(lname);
        request.AddString(email);
        request.AddString(password);
        request.AddString(name);

        return request;
    }
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    public static NetworkRequest Prepare(string fname, string lname, string email, string password, string name, short color)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.REGISTER);

        request.AddString(fname);
        request.AddString(lname);
        request.AddString(email);
        request.AddString(password);
        request.AddString(name);

        return(request);
    }
    public static NetworkRequest Prepare(string message)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.ERROR_LOG);
        request.AddString(message);

        return request;
    }
    public static NetworkRequest Prepare(int playerID, string playerName)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.MATCH_STATUS);

        request.AddInt32(playerID);
        request.AddString(playerName);
        return(request);
    }
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    public static NetworkRequest Prepare(string message)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.ERROR_LOG);

        request.AddString(message);

        return(request);
    }
    public static NetworkRequest Prepare(int playerID, int roomID, short host, string userName)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.MC_MATCH_INIT);

        request.AddInt32(playerID);
        request.AddInt32(roomID);
        request.AddShort16(host);
        request.AddString(userName);

        return(request);
    }
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    // Card Constructor
    //public void init(BattlePlayer player, int cardID, int diet,
    // int level, int attack, int health,string species_name, string type, string description

    public static NetworkRequest Prepare(int playerID, int cardID, int diet,
                                         int level, int attack, int health,
                                         string species_name, string type,
                                         string description)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.SUMMON_CARD);

        request.AddInt32(playerID);
        request.AddInt32(cardID);
        request.AddInt32(diet);
        request.AddInt32(level);
        request.AddInt32(attack);
        request.AddInt32(health);
        request.AddString(species_name);

        // These two not used
        request.AddString(type);
        request.AddString(description);

        return(request);
    }
 /// <summary>
 /// Creates the network request in the format
 /// 	id of this protocol (short)
 /// 	terrain name (string)
 /// 	# of species in config (int)
 /// 	for each species in config
 /// 		species id (int)
 /// 		instance count (int)
 /// 		for each instance
 /// 			x-coordinate (float)
 /// 			y-coordinate (float)
 /// </summary>
 /// <param name="terrainName">the terain name</param>
 /// <param name="config">The species in the config, with species id's as keys
 /// and Vector2's of x- & y-coordinates as values.</param>
 public static NetworkRequest Prepare(string terrainName, Dictionary<int, List<Vector2>> config)
 {
     NetworkRequest request = new NetworkRequest(NetworkCode.CLASH_DEFENSE_SETUP);
     request.AddString(terrainName);
     request.AddInt32(config.Count);
     foreach(var pair in config){
         request.AddInt32(pair.Key);
         List<Vector2> positions = pair.Value;
         request.AddInt32(positions.Count);
         foreach(Vector2 v in positions){
             request.AddFloat(v.x);
             request.AddFloat(v.y);
         }
     }
     return request;
 }
    /// <summary>
    /// Creates the network request in the format
    ///     id of this protocol (short)
    ///     terrain name (string)
    ///     # of species in config (int)
    ///     for each species in config
    ///         species id (int)
    ///         instance count (int)
    ///         for each instance
    ///             x-coordinate (float)
    ///             y-coordinate (float)
    /// </summary>
    /// <param name="terrainName">the terain name</param>
    /// <param name="config">The species in the config, with species id's as keys
    /// and Vector2's of x- & y-coordinates as values.</param>

    public static NetworkRequest Prepare(string terrainName, Dictionary <int, List <Vector2> > config)
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.CLASH_DEFENSE_SETUP);

        request.AddString(terrainName);
        request.AddInt32(config.Count);
        foreach (var pair in config)
        {
            request.AddInt32(pair.Key);
            List <Vector2> positions = pair.Value;
            request.AddInt32(positions.Count);
            foreach (Vector2 v in positions)
            {
                request.AddFloat(v.x);
                request.AddFloat(v.y);
            }
        }
        return(request);
    }
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    public static NetworkRequest Prepare(
        int playerId,
        int ecosystemId,
        int attemptId,
        bool allowHints,
        int hintId,
        int timesteps,
        string config
        )
    {
        NetworkRequest request = new NetworkRequest(NetworkCode.CONVERGE_NEW_ATTEMPT);

        request.AddInt32(playerId);
        request.AddInt32(ecosystemId);
        request.AddInt32(attemptId);
        request.AddBool(allowHints);
        request.AddInt32(hintId);
        request.AddInt32(timesteps);
        request.AddString(config);

        return(request);
    }