55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Log;
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namespace Content.Shared.Administration
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{
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public abstract class SharedBwoinkSystem : EntitySystem
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{
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// System users
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public static NetUserId SystemUserId { get; } = new NetUserId(Guid.Empty);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<BwoinkTextMessage>(OnBwoinkTextMessage);
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}
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protected virtual void OnBwoinkTextMessage(BwoinkTextMessage message, EntitySessionEventArgs eventArgs)
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{
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// Specific side code in target.
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}
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protected void LogBwoink(BwoinkTextMessage message)
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{
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Logger.InfoS("c.s.go.es.bwoink", $"@{message.ChannelId}: {message.Text}");
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}
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[Serializable, NetSerializable]
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public sealed class BwoinkTextMessage : EntityEventArgs
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{
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public NetUserId ChannelId { get; }
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// This is ignored from the client.
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// It's checked by the client when receiving a message from the server for bwoink noises.
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// This could be a boolean "Incoming", but that would require making a second instance.
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public NetUserId TrueSender { get; }
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public string Text { get; }
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public BwoinkTextMessage(NetUserId channelId, NetUserId trueSender, string text)
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{
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ChannelId = channelId;
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TrueSender = trueSender;
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Text = text;
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}
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}
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}
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}
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