using System; namespace UnityEngine.Networking.NetworkSystem { // Token: 0x02000021 RID: 33 public class PeerAuthorityMessage : MessageBase { // Token: 0x060000B2 RID: 178 RVA: 0x0000802A File Offset: 0x0000622A public override void Deserialize(NetworkReader reader) { this.connectionId = (int)reader.ReadPackedUInt32(); this.netId = reader.ReadNetworkId(); this.authorityState = reader.ReadBoolean(); } // Token: 0x060000B3 RID: 179 RVA: 0x00008051 File Offset: 0x00006251 public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32((uint)this.connectionId); writer.Write(this.netId); writer.Write(this.authorityState); } // Token: 0x04000074 RID: 116 public int connectionId; // Token: 0x04000075 RID: 117 public NetworkInstanceId netId; // Token: 0x04000076 RID: 118 public bool authorityState; } }