using System.IO;
using Lidgren.Network;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
namespace Content.Shared.Preferences
{
///
/// The server sends this before the client joins the lobby.
///
public sealed class MsgPreferencesAndSettings : NetMessage
{
public override MsgGroups MsgGroup => MsgGroups.Command;
public PlayerPreferences Preferences = default!;
public GameSettings Settings = default!;
public override void ReadFromBuffer(NetIncomingMessage buffer)
{
var serializer = IoCManager.Resolve();
var length = buffer.ReadVariableInt32();
using (var stream = buffer.ReadAlignedMemory(length))
{
serializer.DeserializeDirect(stream, out Preferences);
}
length = buffer.ReadVariableInt32();
using (var stream = buffer.ReadAlignedMemory(length))
{
serializer.DeserializeDirect(stream, out Settings);
}
}
public override void WriteToBuffer(NetOutgoingMessage buffer)
{
var serializer = IoCManager.Resolve();
using (var stream = new MemoryStream())
{
serializer.SerializeDirect(stream, Preferences);
buffer.WriteVariableInt32((int) stream.Length);
stream.TryGetBuffer(out var segment);
buffer.Write(segment);
}
using (var stream = new MemoryStream())
{
serializer.SerializeDirect(stream, Settings);
buffer.WriteVariableInt32((int) stream.Length);
stream.TryGetBuffer(out var segment);
buffer.Write(segment);
}
}
}
}