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- using System.IO;
- using Lidgren.Network;
- using Robust.Shared.Network;
- using Robust.Shared.Serialization;
- namespace Content.Shared.Preferences
- {
- /// <summary>
- /// The server sends this before the client joins the lobby.
- /// </summary>
- public sealed class MsgPreferencesAndSettings : NetMessage
- {
- public override MsgGroups MsgGroup => MsgGroups.Command;
- public PlayerPreferences Preferences = default!;
- public GameSettings Settings = default!;
- public override void ReadFromBuffer(NetIncomingMessage buffer, IRobustSerializer serializer)
- {
- var length = buffer.ReadVariableInt32();
- using (var stream = new MemoryStream())
- {
- buffer.ReadAlignedMemory(stream, length);
- serializer.DeserializeDirect(stream, out Preferences);
- }
- length = buffer.ReadVariableInt32();
- using (var stream = new MemoryStream())
- {
- buffer.ReadAlignedMemory(stream, length);
- serializer.DeserializeDirect(stream, out Settings);
- }
- }
- public override void WriteToBuffer(NetOutgoingMessage buffer, IRobustSerializer serializer)
- {
- using (var stream = new MemoryStream())
- {
- serializer.SerializeDirect(stream, Preferences);
- buffer.WriteVariableInt32((int) stream.Length);
- stream.TryGetBuffer(out var segment);
- buffer.Write(segment);
- }
- using (var stream = new MemoryStream())
- {
- serializer.SerializeDirect(stream, Settings);
- buffer.WriteVariableInt32((int) stream.Length);
- stream.TryGetBuffer(out var segment);
- buffer.Write(segment);
- }
- }
- }
- }
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