using System;
using Robust.Shared.Audio.Midi;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Instruments
{
public class SharedInstrumentComponent : Component
{
// These 2 values are quite high for now, and this could be easily abused. Change this if people are abusing it.
public const int MaxMidiEventsPerSecond = 1000;
public const int MaxMidiEventsPerBatch = 60;
public const int MaxMidiBatchDropped = 1;
public const int MaxMidiLaggedBatches = 8;
public override string Name => "Instrument";
public override uint? NetID => ContentNetIDs.INSTRUMENTS;
public virtual void Update(float delta)
{
}
}
///
/// This message is sent to the client to completely stop midi input and midi playback.
///
[Serializable, NetSerializable]
public class InstrumentStopMidiMessage : ComponentMessage
{
}
///
/// This message is sent to the client to start the synth.
///
[Serializable, NetSerializable]
public class InstrumentStartMidiMessage : ComponentMessage
{
}
///
/// This message carries a MidiEvent to be played on clients.
///
[Serializable, NetSerializable]
public class InstrumentMidiEventMessage : ComponentMessage
{
public MidiEvent[] MidiEvent;
public InstrumentMidiEventMessage(MidiEvent[] midiEvent)
{
MidiEvent = midiEvent;
}
}
[Serializable, NetSerializable]
public class InstrumentState : ComponentState
{
public bool Playing { get; }
public InstrumentState(bool playing, uint sequencerTick = 0) : base(ContentNetIDs.INSTRUMENTS)
{
Playing = playing;
}
}
[NetSerializable, Serializable]
public enum InstrumentUiKey
{
Key,
}
}