using Barotrauma.Networking; using Lidgren.Network; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class CustomInterface : ItemComponent, IClientSerializable, IServerSerializable { public void ServerRead(ClientNetObject type, NetBuffer msg, Client c) { bool[] elementStates = new bool[customInterfaceElementList.Count]; for (int i = 0; i < customInterfaceElementList.Count; i++) { elementStates[i] = msg.ReadBoolean(); } CustomInterfaceElement clickedButton = null; if (item.CanClientAccess(c)) { for (int i = 0; i < customInterfaceElementList.Count; i++) { if (customInterfaceElementList[i].ContinuousSignal) { TickBoxToggled(customInterfaceElementList[i], elementStates[i]); } else if (elementStates[i]) { clickedButton = customInterfaceElementList[i]; ButtonClicked(customInterfaceElementList[i]); } } } //notify all clients of the new state GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), clickedButton }); item.CreateServerEvent(this); } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { //extradata contains an array of buttons clicked by a client (or nothing if nothing was clicked) for (int i = 0; i < customInterfaceElementList.Count; i++) { if (customInterfaceElementList[i].ContinuousSignal) { msg.Write(customInterfaceElementList[i].State); } else { msg.Write(extraData != null && extraData.Any(d => d as CustomInterfaceElement == customInterfaceElementList[i])); } } } } }