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());
}
}
}
}
}