"MessageBox" chatmessage type. Not used in the vanilla game (yet), but custom servers can use it to display custom message boxes at the clients' end. Closes #17

This commit is contained in:
Joonas Rikkonen
2017-07-09 23:25:41 +03:00
parent 045a48cc33
commit 630a079679
3 changed files with 59 additions and 38 deletions
@@ -7,10 +7,10 @@ namespace Barotrauma.Networking
{
enum ChatMessageType
{
Default, Error, Dead, Server, Radio, Private
}
Default, Error, Dead, Server, Radio, Private, MessageBox
}
class ChatMessage
partial class ChatMessage
{
public const int MaxLength = 150;
@@ -129,13 +129,6 @@ namespace Barotrauma.Networking
return sb.ToString();
}
public void ClientWrite(NetOutgoingMessage msg)
{
msg.Write((byte)ClientNetObject.CHAT_MESSAGE);
msg.Write(NetStateID);
msg.Write(Text);
}
public static void ServerRead(NetIncomingMessage msg, Client c)
{
UInt16 ID = msg.ReadUInt16();
@@ -242,33 +235,5 @@ namespace Barotrauma.Networking
}
}
public static void ClientRead(NetIncomingMessage msg)
{
UInt16 ID = msg.ReadUInt16();
ChatMessageType type = (ChatMessageType)msg.ReadByte();
string txt = msg.ReadString();
string senderName = "";
Character senderCharacter = null;
bool hasSenderCharacter = msg.ReadBoolean();
if (hasSenderCharacter)
{
senderCharacter = Entity.FindEntityByID(msg.ReadUInt16()) as Character;
if (senderCharacter != null)
{
senderName = senderCharacter.Name;
}
}
else
{
senderName = msg.ReadString();
}
if (NetIdUtils.IdMoreRecent(ID, LastID))
{
GameMain.Client.AddChatMessage(txt, type, senderName, senderCharacter);
LastID = ID;
}
}
}
}