using System.Diagnostics.CodeAnalysis; using FurinaImpact.Gameserver.Network; namespace FurinaImpact.Gameserver.Controllers.Result; internal class SinglePacketResult : IResult { private NetPacket? _packet; public SinglePacketResult(NetPacket? packet) { _packet = packet; } public bool NextPacket([MaybeNullWhen(false)] out NetPacket packet) { packet = _packet; _packet = null; return packet != null; } }