using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
using AX.MessageSystem;

public class REPORT_ERROR_SYNC : NetworkMessageBehaviour
{
    public static List<ReportErroeSyncData> ErrorList = new List<ReportErroeSyncData>();
    protected override void Execute(BinaryMessage message)
    {
        InputHistory.Instance.RegisterInputHistory(message);

        var info = message.Body.Deserialize<ReportErroeSyncData>();
        // var sender = info.SendUserID;
        if (InputManager.Instance)
        {
            if (CurrentUserInfo.role == Role.导调组||CurrentUserInfo.role==Role.观察团)
            {
                //MessageDispatcher.SendMessage("ReportError", info);      
                ErrorList.Add(info);
            }
        }
    }
}