* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
88 lines
2.7 KiB
C#
88 lines
2.7 KiB
C#
#nullable enable
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using JetBrains.Annotations;
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using Lidgren.Network;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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namespace Content.Shared.Chat
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{
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/// <summary>
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/// Sent from server to client to notify the client about a new chat message.
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/// </summary>
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[UsedImplicitly]
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public sealed class MsgChatMessage : NetMessage
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{
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#region REQUIRED
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public const MsgGroups GROUP = MsgGroups.Command;
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public const string NAME = nameof(MsgChatMessage);
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public MsgChatMessage(INetChannel channel) : base(NAME, GROUP) { }
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#endregion
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/// <summary>
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/// The channel the message is on. This can also change whether certain params are used.
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/// </summary>
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public ChatChannel Channel { get; set; }
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/// <summary>
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/// The actual message contents.
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/// </summary>
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public string Message { get; set; } = string.Empty;
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/// <summary>
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/// What to "wrap" the message contents with. Example is stuff like 'Joe says: "{0}"'
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/// </summary>
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public string MessageWrap { get; set; } = string.Empty;
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/// <summary>
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/// The sending entity.
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/// Only applies to <see cref="ChatChannel.Local"/>, <see cref="ChatChannel.Dead"/> and <see cref="ChatChannel.Emotes"/>.
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/// </summary>
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public EntityUid SenderEntity { get; set; }
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/// <summary>
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/// The override color of the message
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/// </summary>
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public Color MessageColorOverride { get; set; } = Color.Transparent;
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public override void ReadFromBuffer(NetIncomingMessage buffer)
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{
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Channel = (ChatChannel) buffer.ReadInt16();
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Message = buffer.ReadString();
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MessageWrap = buffer.ReadString();
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switch (Channel)
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{
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case ChatChannel.Local:
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case ChatChannel.Dead:
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case ChatChannel.AdminChat:
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case ChatChannel.Emotes:
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SenderEntity = buffer.ReadEntityUid();
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break;
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}
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MessageColorOverride = buffer.ReadColor();
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer)
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{
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buffer.Write((short)Channel);
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buffer.Write(Message);
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buffer.Write(MessageWrap);
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switch (Channel)
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{
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case ChatChannel.Local:
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case ChatChannel.Dead:
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case ChatChannel.AdminChat:
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case ChatChannel.Emotes:
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buffer.Write(SenderEntity);
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break;
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}
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buffer.Write(MessageColorOverride);
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}
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}
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}
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