using Barotrauma.Networking; namespace Barotrauma.Items.Components { partial class Terminal : ItemComponent, IClientSerializable, IServerSerializable { public void ServerRead(ClientNetObject type, IReadMessage msg, Client c) { string newOutputValue = msg.ReadString(); if (item.CanClientAccess(c)) { if (newOutputValue.Length > MaxMessageLength) { newOutputValue = newOutputValue.Substring(0, MaxMessageLength); } GameServer.Log(GameServer.CharacterLogName(c.Character) + " entered \"" + newOutputValue + "\" on " + item.Name, ServerLog.MessageType.ItemInteraction); OutputValue = newOutputValue; item.SendSignal(0, newOutputValue, "signal_out", null); item.CreateServerEvent(this); } } public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null) { msg.Write(OutputValue); } } }