using Lidgren.Network; using Robust.Shared.Network; using Robust.Shared.Serialization; namespace Content.Shared._White.JoinQueue; /// /// Sent from server to client with queue state for player /// Also initiates queue state on client /// public sealed class MsgQueueUpdate : NetMessage { public override MsgGroups MsgGroup => MsgGroups.Command; /// /// Total players in queue /// public int Total { get; set; } /// /// Player current position in queue (starts from 1) /// public int Position { get; set; } public override void ReadFromBuffer(NetIncomingMessage buffer, IRobustSerializer serializer) { Total = buffer.ReadInt32(); Position = buffer.ReadInt32(); } public override void WriteToBuffer(NetOutgoingMessage buffer, IRobustSerializer serializer) { buffer.Write(Total); buffer.Write(Position); } }