public int WriteTo(byte[] buffer, int offset) { var dataOffset = offset + MsgSerializer.HeaderLength; var written = 0; written += MsgSerializer.WriteByte((byte)ErrorId, buffer, dataOffset); written += MsgSerializer.WriteHeader(written, MsgId, buffer, offset); return(written); }
public int WriteTo(byte[] buffer, int offset) { var dataOffset = offset + MsgSerializer.HeaderLength; var written = 0; written += MsgSerializer.WriteUInt32Array(Frames, buffer, dataOffset); written += MsgSerializer.WriteInt32Array(Hashes, buffer, dataOffset + written); written += MsgSerializer.WriteHeader(written, MsgId, buffer, offset); return(written); }
public int WriteTo(byte[] buffer, int offset) { var dataOffset = offset + MsgSerializer.HeaderLength; var written = 0; written += MsgSerializer.WriteUInt32(Frame, buffer, dataOffset); written += MsgSerializer.WriteUInt64(InputMask, buffer, dataOffset + written); written += MsgSerializer.WriteHeader(written, MsgId, buffer, offset); return(written); }
public int WriteTo(byte[] buffer, int offset) { var dataOffset = offset + MsgSerializer.HeaderLength; var written = 0; written += MsgSerializer.WriteString(Game, buffer, dataOffset); written += MsgSerializer.WriteUInt16(Version, buffer, dataOffset + written); written += MsgSerializer.WriteString(PlayerName, buffer, dataOffset + written); written += MsgSerializer.WriteHeader(written, MsgId, buffer, offset); return(written); }
public int WriteTo(byte[] buffer, int offset) { var dataOffset = offset + MsgSerializer.HeaderLength; var written = 0; written += MsgSerializer.WriteInt32(Seed, buffer, dataOffset); written += MsgSerializer.WriteStringArray(Players, buffer, dataOffset + written); written += MsgSerializer.WriteByte(YourIndex, buffer, dataOffset + written); written += MsgSerializer.WriteByte(TicksPerSecond, buffer, dataOffset + written); written += MsgSerializer.WriteHeader(written, MsgId, buffer, offset); return(written); }
public int WriteTo(byte[] buffer, int offset) { return(MsgSerializer.WriteHeader(0, MsgId, buffer, offset)); }