public override void Serialize(NetworkWriter writer)
 {
   writer.Write(this.netId);
   writer.Write(this.assetId);
   writer.Write(this.position);
   writer.WriteBytesFull(this.payload);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.WritePackedUInt32((uint) this.oldServerConnectionId);
   writer.Write((ushort) this.peers.Length);
   foreach (PeerInfoMessage peer in this.peers)
     peer.Serialize(writer);
 }
예제 #3
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(this.netId);
     writer.WritePackedUInt32((uint)this.stateHash);
     writer.Write(this.normalizedTime);
     writer.WriteBytesAndSize(this.parameters, this.parameters.Length);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write(this.netId);
   writer.WriteBytesFull(this.payload);
   writer.Write(this.teleport);
   writer.WritePackedUInt32((uint) this.time);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.WritePackedUInt32((uint) this.oldConnectionId);
   writer.WritePackedUInt32((uint) this.playerControllerId);
   writer.Write(this.netId);
   writer.WriteBytesAndSize(this.msgData, this.msgSize);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write(this.netId);
   if (this.parameters == null)
     writer.WriteBytesAndSize(this.parameters, 0);
   else
     writer.WriteBytesAndSize(this.parameters, this.parameters.Length);
 }
예제 #7
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 public override void Serialize(NetworkWriter writer)
 {
   writer.Write((ushort) this.scripts.Length);
   foreach (CRCMessageEntry script in this.scripts)
   {
     writer.Write(script.name);
     writer.Write(script.channel);
   }
 }
예제 #8
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write((ushort)this.scripts.Length);
     CRCMessageEntry[] array = this.scripts;
     for (int i = 0; i < array.Length; i++)
     {
         CRCMessageEntry cRCMessageEntry = array[i];
         writer.Write(cRCMessageEntry.name);
         writer.Write(cRCMessageEntry.channel);
     }
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.WritePackedUInt32((uint) this.connectionId);
   writer.Write(this.address);
   writer.WritePackedUInt32((uint) this.port);
   writer.Write(this.isHost);
   writer.Write(this.isYou);
   if (this.playerIds == null)
   {
     writer.WritePackedUInt32(0U);
   }
   else
   {
     writer.WritePackedUInt32((uint) this.playerIds.Length);
     for (int index = 0; index < this.playerIds.Length; ++index)
     {
       writer.Write(this.playerIds[index].netId);
       writer.WritePackedUInt32((uint) this.playerIds[index].playerControllerId);
     }
   }
 }
 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(this.netId);
     writer.WriteBytesAndSize(this.parameters, this.parameters.Length);
 }
예제 #11
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 // Token: 0x0600208A RID: 8330 RVA: 0x0008D04F File Offset: 0x0008B24F
 public override bool OnSerialize(NetworkWriter writer, bool initialState)
 {
     writer.Write(base.gameObject.activeSelf);
     return(true);
 }
예제 #12
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 public override void Serialize(NetworkWriter writer)
 {
     base.Serialize(writer);
     writer.WriteUInt32(Player);
     writer.WriteUInt32(ElectricalItem);
 }
예제 #13
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(this.netId);
     writer.WritePackedUInt32((uint)this.playerControllerId);
 }
예제 #14
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 public void Serialize(ref SerializeContext context, ref NetworkWriter writer)
 {
     inflictedDamage.Serialize(ref writer);
 }
        public override void Serialize(NetworkWriter writer)
        {
            base.Serialize(writer);

            writer.WritePackedUInt64((ulong)this.NetworkId);
        }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write(this.slotId);
   writer.Write(this.readyState);
 }
예제 #17
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 public static void WriteQuest(this NetworkWriter writer, MockQuest quest)
 {
     writer.WritePackedInt32(quest.Id);
 }
예제 #18
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/// Look ma, no syncvars!
/// This allows clients to initialize attributes
/// without having to resort to SyncVars and ItemFactory (see IDCard example)
/// Downside – all players will get that info (same with syncvars)
    public override bool OnSerialize(NetworkWriter writer, bool initialState)
    {
        writer.Write(type.ToString());
        return(base.OnSerialize(writer, initialState));
    }
예제 #19
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(isVrPlayer);
 }
예제 #20
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 protected override void SerializeItem(NetworkWriter writer, T item)
 {
 }
 public override void Serialize(NetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(ProcessorObject);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.WritePackedUInt32(this.state);
 }
예제 #23
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 public void Write(NetworkWriter W)
 {
     W.Write(X);
     W.Write(Y);
 }
예제 #24
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 public override void Serialize(NetworkWriter writer)
 {
     base.Serialize(writer);
     writer.WriteString(Message);
 }
예제 #25
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 // Token: 0x06002F9C RID: 12188 RVA: 0x000CBE80 File Offset: 0x000CA080
 public override void OnSerialize(NetworkWriter writer)
 {
     writer.Write(HurtBoxReference.FromHurtBox(initialOrbTarget));
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write((ushort) this.playerControllerId);
 }
 public void Serialize(NetworkWriter writer)
 {
     writer.WriteString(WeaponId);
     writer.WriteInt(CurrentBullets);
     writer.WriteBool(IsReloading);
 }
예제 #28
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 public override void Serialize(NetworkWriter writer)
 {
     base.Serialize(writer);
     writer.WriteString(Userid);
     writer.WriteString(AdminToken);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write((ushort) this.playerControllerId);
   writer.WriteBytesAndSize(this.msgData, this.msgSize);
 }
예제 #30
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 public override void Serialize(NetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(ServerTime);
     writer.Write(LoopCount);
 }
예제 #31
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        public override void Serialize(NetworkWriter writer)
        {
            base.Serialize(writer);

            this.UserInfo.Serialize(writer);
        }
예제 #32
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 public void Serialize(NetworkWriter writer)
 {
     writer.Write(_ownerNetId);
     writer.WriteItemStacks(_itemsToSync);
 }
예제 #33
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 public override void Serialize(NetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write((short)DeathType);
 }
예제 #34
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(m_id);
     writer.Write(m_pos);
     writer.Write(m_damaged_something);
 }
예제 #35
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(slotId);
     writer.Write(readyState);
 }
예제 #36
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 public override void Serialize(NetworkWriter writer)
 {
 }
예제 #37
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 public void TestWritingNegativeBytesAndSizeFailure()
 {
     NetworkWriter writer = new NetworkWriter();
     Assert.Throws<OverflowException>(() => writer.WriteBytesAndSize(new byte[0], 0, -1));
     Assert.That(writer.Position, Is.EqualTo(0));
 }
예제 #38
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 public void Serialize(NetworkWriter writer)
 {
     writer.Write(position);
 }
 public override bool SendWriter(NetworkWriter writer, int channelId)
 {
   this.m_LocalClient.InvokeBytesOnClient(writer.AsArray(), channelId);
   return true;
 }
예제 #40
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 public override void Serialize(NetworkWriter writer)
 {
   writer.WritePackedUInt32((uint) this.value);
 }
예제 #41
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 public static void Write(this NetworkWriter writer, IUser user)
 {
     user.WriteNetwork(writer);
 }
예제 #42
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 public override void Serialize(NetworkWriter writer)
 {
     writer.Write(this.value);
 }
예제 #43
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 public override void Serialize(NetworkWriter writer)
 {
   writer.Write((ushort) this.errorCode);
 }
 public override bool SendWriter(NetworkWriter writer, int channelId)
 {
   return this.m_LocalServer.InvokeBytes(this, writer.AsArray(), (int) (short) writer.AsArray().Length, channelId);
 }
예제 #45
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 public override void OnSerialize(NetworkWriter writer)
 {
     base.OnSerialize(writer);
     writer.Write(this.burstDirection);
 }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write(this.netId);
   writer.WritePackedUInt32((uint) this.hash);
 }
예제 #47
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 public void Serialize(ref NetworkWriter writer)
 {
     writer.WriteInt32("tick", tick);
     writer.WriteBoolean("lethal", lethal == 1);
 }
예제 #48
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        /// <summary>
        /// Serialize the message over the network.
        /// </summary>
        /// <remarks>
        /// Only sends what it needs and compresses floats if you chose to.
        /// </remarks>
        /// <param name="writer">The NetworkWriter to write to.</param>
        public override void Serialize(NetworkWriter writer)
        {
            bool sendPosition, sendRotation, sendScale, sendVelocity, sendAngularVelocity, sendAtPositionalRestTag, sendAtRotationalRestTag;

            //// If is a server trying to relay client information back out to other clients.
            //if (NetworkServer.active && !smoothSync.photonView.IsMine)//!smoothSync.hasAuthority)
            //{
            //    sendPosition = state.serverShouldRelayPosition;
            //    sendRotation = state.serverShouldRelayRotation;
            //    sendScale = state.serverShouldRelayScale;
            //    sendVelocity = state.serverShouldRelayVelocity;
            //    sendAngularVelocity = state.serverShouldRelayAngularVelocity;
            //    sendTeleportTag = state.teleport;
            //    sendAtPositionalRestTag = state.atPositionalRest;
            //    sendAtRotationalRestTag = state.atRotationalRest;
            //}
            //else // If is a server or client trying to send owned object information across the network.
            {
                sendPosition            = smoothSync.sendPosition;
                sendRotation            = smoothSync.sendRotation;
                sendScale               = smoothSync.sendScale;
                sendVelocity            = smoothSync.sendVelocity;
                sendAngularVelocity     = smoothSync.sendAngularVelocity;
                sendAtPositionalRestTag = smoothSync.sendAtPositionalRestMessage;
                sendAtRotationalRestTag = smoothSync.sendAtRotationalRestMessage;
            }
            //// Only set last sync States on clients here because the server needs to send multiple Serializes.
            //if (!NetworkServer.active)
            {
                if (sendPosition)
                {
                    smoothSync.lastPositionWhenStateWasSent = state.position;
                }
                if (sendRotation)
                {
                    smoothSync.lastRotationWhenStateWasSent = state.rotation;
                }
                if (sendScale)
                {
                    smoothSync.lastScaleWhenStateWasSent = state.scale;
                }
                if (sendVelocity)
                {
                    smoothSync.lastVelocityWhenStateWasSent = state.velocity;
                }
                if (sendAngularVelocity)
                {
                    smoothSync.lastAngularVelocityWhenStateWasSent = state.angularVelocity;
                }
            }

            writer.Write(encodeSyncInformation(sendPosition, sendRotation, sendScale,
                                               sendVelocity, sendAngularVelocity, sendAtPositionalRestTag, sendAtRotationalRestTag));
            //writer.Write(smoothSync.netID);
            writer.WritePackedUInt32((uint)smoothSync.syncIndex);
            writer.Write(state.ownerTimestamp);

            // Write position.
            if (sendPosition)
            {
                if (smoothSync.isPositionCompressed)
                {
                    if (smoothSync.isSyncingXPosition)
                    {
                        writer.Write(HalfHelper.Compress(state.position.x));
                    }
                    if (smoothSync.isSyncingYPosition)
                    {
                        writer.Write(HalfHelper.Compress(state.position.y));
                    }
                    if (smoothSync.isSyncingZPosition)
                    {
                        writer.Write(HalfHelper.Compress(state.position.z));
                    }
                }
                else
                {
                    if (smoothSync.isSyncingXPosition)
                    {
                        writer.Write(state.position.x);
                    }
                    if (smoothSync.isSyncingYPosition)
                    {
                        writer.Write(state.position.y);
                    }
                    if (smoothSync.isSyncingZPosition)
                    {
                        writer.Write(state.position.z);
                    }
                }
            }
            // Write rotation.
            if (sendRotation)
            {
                Vector3 rot = state.rotation.eulerAngles;
                if (smoothSync.isRotationCompressed)
                {
                    // Convert to radians for more accurate Half numbers
                    if (smoothSync.isSyncingXRotation)
                    {
                        writer.Write(HalfHelper.Compress(rot.x * Mathf.Deg2Rad));
                    }
                    if (smoothSync.isSyncingYRotation)
                    {
                        writer.Write(HalfHelper.Compress(rot.y * Mathf.Deg2Rad));
                    }
                    if (smoothSync.isSyncingZRotation)
                    {
                        writer.Write(HalfHelper.Compress(rot.z * Mathf.Deg2Rad));
                    }
                }
                else
                {
                    if (smoothSync.isSyncingXRotation)
                    {
                        writer.Write(rot.x);
                    }
                    if (smoothSync.isSyncingYRotation)
                    {
                        writer.Write(rot.y);
                    }
                    if (smoothSync.isSyncingZRotation)
                    {
                        writer.Write(rot.z);
                    }
                }
            }
            // Write scale.
            if (sendScale)
            {
                if (smoothSync.isScaleCompressed)
                {
                    if (smoothSync.isSyncingXScale)
                    {
                        writer.Write(HalfHelper.Compress(state.scale.x));
                    }
                    if (smoothSync.isSyncingYScale)
                    {
                        writer.Write(HalfHelper.Compress(state.scale.y));
                    }
                    if (smoothSync.isSyncingZScale)
                    {
                        writer.Write(HalfHelper.Compress(state.scale.z));
                    }
                }
                else
                {
                    if (smoothSync.isSyncingXScale)
                    {
                        writer.Write(state.scale.x);
                    }
                    if (smoothSync.isSyncingYScale)
                    {
                        writer.Write(state.scale.y);
                    }
                    if (smoothSync.isSyncingZScale)
                    {
                        writer.Write(state.scale.z);
                    }
                }
            }
            // Write velocity.
            if (sendVelocity)
            {
                if (smoothSync.isVelocityCompressed)
                {
                    if (smoothSync.isSyncingXVelocity)
                    {
                        writer.Write(HalfHelper.Compress(state.velocity.x));
                    }
                    if (smoothSync.isSyncingYVelocity)
                    {
                        writer.Write(HalfHelper.Compress(state.velocity.y));
                    }
                    if (smoothSync.isSyncingZVelocity)
                    {
                        writer.Write(HalfHelper.Compress(state.velocity.z));
                    }
                }
                else
                {
                    if (smoothSync.isSyncingXVelocity)
                    {
                        writer.Write(state.velocity.x);
                    }
                    if (smoothSync.isSyncingYVelocity)
                    {
                        writer.Write(state.velocity.y);
                    }
                    if (smoothSync.isSyncingZVelocity)
                    {
                        writer.Write(state.velocity.z);
                    }
                }
            }
            // Write angular velocity.
            if (sendAngularVelocity)
            {
                if (smoothSync.isAngularVelocityCompressed)
                {
                    // Convert to radians for more accurate Half numbers
                    if (smoothSync.isSyncingXAngularVelocity)
                    {
                        writer.Write(HalfHelper.Compress(state.angularVelocity.x * Mathf.Deg2Rad));
                    }
                    if (smoothSync.isSyncingYAngularVelocity)
                    {
                        writer.Write(HalfHelper.Compress(state.angularVelocity.y * Mathf.Deg2Rad));
                    }
                    if (smoothSync.isSyncingZAngularVelocity)
                    {
                        writer.Write(HalfHelper.Compress(state.angularVelocity.z * Mathf.Deg2Rad));
                    }
                }
                else
                {
                    if (smoothSync.isSyncingXAngularVelocity)
                    {
                        writer.Write(state.angularVelocity.x);
                    }
                    if (smoothSync.isSyncingYAngularVelocity)
                    {
                        writer.Write(state.angularVelocity.y);
                    }
                    if (smoothSync.isSyncingZAngularVelocity)
                    {
                        writer.Write(state.angularVelocity.z);
                    }
                }
            }
            //// Only the server sends out owner information.
            //if (smoothSync.isSmoothingAuthorityChanges && NetworkServer.active)
            //{
            //    writer.Write((byte)smoothSync.ownerChangeIndicator);
            //}
        }
        // Token: 0x060016A2 RID: 5794 RVA: 0x0006BBB0 File Offset: 0x00069DB0
        public override bool OnSerialize(NetworkWriter writer, bool forceAll)
        {
            if (forceAll)
            {
                writer.WritePackedUInt32(this.activationStateInternal);
                writer.Write(this.locked);
                writer.WritePackedUInt32(this.chargePercent);
                writer.Write(this._shouldAttemptToSpawnShopPortal);
                writer.Write(this._shouldAttemptToSpawnGoldshoresPortal);
                writer.Write(this._shouldAttemptToSpawnMSPortal);
                writer.Write(this.showBossIndicator);
                return(true);
            }
            bool flag = false;

            if ((base.syncVarDirtyBits & 1u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.WritePackedUInt32(this.activationStateInternal);
            }
            if ((base.syncVarDirtyBits & 2u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.Write(this.locked);
            }
            if ((base.syncVarDirtyBits & 4u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.WritePackedUInt32(this.chargePercent);
            }
            if ((base.syncVarDirtyBits & 8u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.Write(this._shouldAttemptToSpawnShopPortal);
            }
            if ((base.syncVarDirtyBits & 16u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.Write(this._shouldAttemptToSpawnGoldshoresPortal);
            }
            if ((base.syncVarDirtyBits & 32u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.Write(this._shouldAttemptToSpawnMSPortal);
            }
            if ((base.syncVarDirtyBits & 64u) != 0u)
            {
                if (!flag)
                {
                    writer.WritePackedUInt32(base.syncVarDirtyBits);
                    flag = true;
                }
                writer.Write(this.showBossIndicator);
            }
            if (!flag)
            {
                writer.WritePackedUInt32(base.syncVarDirtyBits);
            }
            return(flag);
        }
 public override void Serialize(NetworkWriter writer)
 {
   writer.Write(this.netId);
 }
예제 #51
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 public static void Serialize(this NetworkWriter writer, ValidateRoomAccessRequestMessage value)
 {
     writer.WriteString(value.Token);
 }
예제 #52
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 /// <summary>
 /// 
 /// <para>
 /// The method is used to populate a NetworkWriter stream from a message object.
 /// </para>
 /// 
 /// </summary>
 /// <param name="writer">Stream to write to.</param>
 public virtual void Serialize(NetworkWriter writer)
 {
 }
 protected override void SerializeItem(NetworkWriter writer, MyStruct item)
 {
     // write some stuff here
 }