using System.IO; using Lidgren.Network; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Serialization; using Robust.Shared.Utility; using Robust.Shared.ViewVariables; #nullable disable namespace Robust.Shared.Network.Messages { /// /// Sent server to client to contain object data read by VV. /// public sealed class MsgViewVariablesRemoteData : NetMessage { public override MsgGroups MsgGroup => MsgGroups.Command; /// /// The request ID equal to the ID sent in , /// to identify multiple, potentially concurrent, requests. /// public uint RequestId { get; set; } /// /// The data blob containing the requested data. /// public ViewVariablesBlob Blob { get; set; } public override void ReadFromBuffer(NetIncomingMessage buffer, IRobustSerializer serializer) { RequestId = buffer.ReadUInt32(); var length = buffer.ReadInt32(); using var stream = RobustMemoryManager.GetMemoryStream(length); buffer.ReadAlignedMemory(stream, length); Blob = serializer.Deserialize(stream); } public override void WriteToBuffer(NetOutgoingMessage buffer, IRobustSerializer serializer) { buffer.Write(RequestId); var stream = new MemoryStream(); serializer.Serialize(stream, Blob); buffer.Write((int)stream.Length); buffer.Write(stream.AsSpan()); } } }