using System;
using Lidgren.Network;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.Network;
using SS14.Shared.Network.Messages;
namespace Content.Shared.Chat
{
///
/// Sent from server to client to notify the client about a new chat message.
///
public sealed class MsgChatMessage : NetMessage
{
#region REQUIRED
public const MsgGroups GROUP = MsgGroups.Command;
public const string NAME = nameof(MsgChatMessage);
public MsgChatMessage(INetChannel channel) : base(NAME, GROUP) { }
#endregion
///
/// The channel the message is on. This can also change whether certain params are used.
///
public ChatChannel Channel { get; set; }
///
/// The actual message contents.
///
public string Message { get; set; }
///
/// What to "wrap" the message contents with. Example is stuff like 'Joe says: "{0}"'
///
public string MessageWrap { get; set; }
///
/// The sending entity.
/// Only applies to and .
///
public EntityUid SenderEntity { get; set; }
public override void ReadFromBuffer(NetIncomingMessage buffer)
{
Channel = (ChatChannel) buffer.ReadByte();
Message = buffer.ReadString();
MessageWrap = buffer.ReadString();
switch (Channel)
{
case ChatChannel.Local:
case ChatChannel.Emotes:
SenderEntity = buffer.ReadEntityUid();
break;
}
}
public override void WriteToBuffer(NetOutgoingMessage buffer)
{
buffer.Write((byte)Channel);
buffer.Write(Message);
buffer.Write(MessageWrap);
switch (Channel)
{
case ChatChannel.Local:
case ChatChannel.Emotes:
buffer.Write(SenderEntity);
break;
}
}
}
}