using System.IO; using Lidgren.Network; using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Serialization; using Robust.Shared.IoC; using Robust.Shared.Network; namespace Content.Shared.Preferences { public abstract class SharedPreferencesManager { /// /// The server sends this before the client joins the lobby. /// protected class MsgPreferencesAndSettings : NetMessage { #region REQUIRED public const MsgGroups GROUP = MsgGroups.Command; public const string NAME = nameof(MsgPreferencesAndSettings); public MsgPreferencesAndSettings(INetChannel channel) : base(NAME, GROUP) { } #endregion public PlayerPreferences Preferences; public GameSettings Settings; public override void ReadFromBuffer(NetIncomingMessage buffer) { var serializer = IoCManager.Resolve(); var length = buffer.ReadInt32(); using (var stream = buffer.ReadAsStream(length)) { Preferences = serializer.Deserialize(stream); } length = buffer.ReadInt32(); using (var stream = buffer.ReadAsStream(length)) { Settings = serializer.Deserialize(stream); } } public override void WriteToBuffer(NetOutgoingMessage buffer) { var serializer = IoCManager.Resolve(); using (var stream = new MemoryStream()) { serializer.Serialize(stream, Preferences); buffer.Write((int)stream.Length); buffer.Write(stream.ToArray()); } using (var stream = new MemoryStream()) { serializer.Serialize(stream, Settings); buffer.Write((int)stream.Length); buffer.Write(stream.ToArray()); } } } /// /// The client sends this to select a character slot. /// protected class MsgSelectCharacter : NetMessage { #region REQUIRED public const MsgGroups GROUP = MsgGroups.Command; public const string NAME = nameof(MsgSelectCharacter); public MsgSelectCharacter(INetChannel channel) : base(NAME, GROUP) { } #endregion public int SelectedCharacterIndex; public override void ReadFromBuffer(NetIncomingMessage buffer) { SelectedCharacterIndex = buffer.ReadInt32(); } public override void WriteToBuffer(NetOutgoingMessage buffer) { buffer.Write(SelectedCharacterIndex); } } /// /// The client sends this to update a character profile. /// protected class MsgUpdateCharacter : NetMessage { #region REQUIRED public const MsgGroups GROUP = MsgGroups.Command; public const string NAME = nameof(MsgUpdateCharacter); public MsgUpdateCharacter(INetChannel channel) : base(NAME, GROUP) { } #endregion public int Slot; public ICharacterProfile Profile; public override void ReadFromBuffer(NetIncomingMessage buffer) { Slot = buffer.ReadInt32(); var serializer = IoCManager.Resolve(); var length = buffer.ReadInt32(); using var stream = buffer.ReadAsStream(length); Profile = serializer.Deserialize(stream); } public override void WriteToBuffer(NetOutgoingMessage buffer) { buffer.Write(Slot); var serializer = IoCManager.Resolve(); using (var stream = new MemoryStream()) { serializer.Serialize(stream, Profile); buffer.Write((int)stream.Length); buffer.Write(stream.ToArray()); } } } } }