using Barotrauma.Networking; using Microsoft.Xna.Framework; using System; using System.Globalization; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class Pump : Powered, IServerSerializable, IClientSerializable { public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Client c) { float newFlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f; bool newIsActive = msg.ReadBoolean(); if (item.CanClientAccess(c)) { if (newFlowPercentage != FlowPercentage) { GameServer.Log(c.Character.LogName + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction); } if (newIsActive != IsActive) { GameServer.Log(c.Character.LogName + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction); } FlowPercentage = newFlowPercentage; IsActive = newIsActive; } //notify all clients of the changed state item.CreateServerEvent(this); } public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null) { //flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f)); msg.Write(IsActive); } } }