Files
RobustToolbox/Robust.Shared/Network/Messages/MsgStateLeavePvs.cs
2022-09-14 17:23:17 +10:00

49 lines
1.3 KiB
C#

using System.Collections.Generic;
using Lidgren.Network;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
#nullable disable
namespace Robust.Shared.Network.Messages;
/// <summary>
/// Message containing a list of entities that have left a clients view.
/// </summary>
/// <remarks>
/// These messages are only sent if PVS is enabled. These messages are sent separately from the main game state.
/// </remarks>
public sealed class MsgStateLeavePvs : NetMessage
{
public override MsgGroups MsgGroup => MsgGroups.Entity;
public List<EntityUid> Entities;
public GameTick Tick;
public override void ReadFromBuffer(NetIncomingMessage buffer, IRobustSerializer serializer)
{
Tick = buffer.ReadGameTick();
var length = buffer.ReadInt32();
Entities = new(length);
for (int i = 0; i < length; i++)
{
Entities.Add(buffer.ReadEntityUid());
}
}
public override void WriteToBuffer(NetOutgoingMessage buffer, IRobustSerializer serializer)
{
buffer.Write(Tick);
buffer.Write(Entities.Count);
foreach (var ent in Entities)
{
buffer.Write(ent);
}
}
public override NetDeliveryMethod DeliveryMethod => NetDeliveryMethod.ReliableUnordered;
}