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); } } } }