Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Networking/ChatMessage.cs
Joonas Rikkonen ce37411a29 Merge branch 'permission-overhaul'. Closes #49
Conflicts:
	Barotrauma/BarotraumaShared/Source/DebugConsole.cs
	Barotrauma/BarotraumaShared/Source/Networking/ChatMessage.cs
2017-12-20 19:36:17 +02:00

52 lines
1.5 KiB
C#

using Lidgren.Network;
using System;
namespace Barotrauma.Networking
{
partial class ChatMessage
{
public void ClientWrite(NetOutgoingMessage msg)
{
msg.Write((byte)ClientNetObject.CHAT_MESSAGE);
msg.Write(NetStateID);
msg.Write(Text);
}
public static void ClientRead(NetIncomingMessage msg)
{
UInt16 ID = msg.ReadUInt16();
ChatMessageType type = (ChatMessageType)msg.ReadByte();
string txt = msg.ReadString();
string senderName = msg.ReadString();
Character senderCharacter = null;
bool hasSenderCharacter = msg.ReadBoolean();
if (hasSenderCharacter)
{
senderCharacter = Entity.FindEntityByID(msg.ReadUInt16()) as Character;
if (senderCharacter != null)
{
senderName = senderCharacter.Name;
}
}
if (NetIdUtils.IdMoreRecent(ID, LastID))
{
if (type == ChatMessageType.MessageBox)
{
new GUIMessageBox("", txt);
}
else if (type == ChatMessageType.Console)
{
DebugConsole.NewMessage(txt, MessageColor[(int)ChatMessageType.Console]);
}
else
{
GameMain.Client.AddChatMessage(txt, type, senderName, senderCharacter);
}
LastID = ID;
}
}
}
}