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Diffstat (limited to 'src/SMAPI/Framework/Networking/ModMessageModel.cs')
-rw-r--r--src/SMAPI/Framework/Networking/ModMessageModel.cs19
1 files changed, 9 insertions, 10 deletions
diff --git a/src/SMAPI/Framework/Networking/ModMessageModel.cs b/src/SMAPI/Framework/Networking/ModMessageModel.cs
index 4f694f9c..01672714 100644
--- a/src/SMAPI/Framework/Networking/ModMessageModel.cs
+++ b/src/SMAPI/Framework/Networking/ModMessageModel.cs
@@ -1,4 +1,5 @@
using System.Linq;
+using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
namespace StardewModdingAPI.Framework.Networking
@@ -13,41 +14,39 @@ namespace StardewModdingAPI.Framework.Networking
** Origin
****/
/// <summary>The unique ID of the player who broadcast the message.</summary>
- public long FromPlayerID { get; set; }
+ public long FromPlayerID { get; }
/// <summary>The unique ID of the mod which broadcast the message.</summary>
- public string FromModID { get; set; }
+ public string FromModID { get; }
/****
** Destination
****/
/// <summary>The players who should receive the message.</summary>
- public long[] ToPlayerIDs { get; set; }
+ public long[]? ToPlayerIDs { get; init; }
/// <summary>The mods which should receive the message, or <c>null</c> for all mods.</summary>
- public string[] ToModIDs { get; set; }
+ public string[]? ToModIDs { get; }
/// <summary>A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</summary>
- public string Type { get; set; }
+ public string Type { get; }
/// <summary>The custom mod data being broadcast.</summary>
- public JToken Data { get; set; }
+ public JToken Data { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
- public ModMessageModel() { }
-
- /// <summary>Construct an instance.</summary>
/// <param name="fromPlayerID">The unique ID of the player who broadcast the message.</param>
/// <param name="fromModID">The unique ID of the mod which broadcast the message.</param>
/// <param name="toPlayerIDs">The players who should receive the message, or <c>null</c> for all players.</param>
/// <param name="toModIDs">The mods which should receive the message, or <c>null</c> for all mods.</param>
/// <param name="type">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
/// <param name="data">The custom mod data being broadcast.</param>
- public ModMessageModel(long fromPlayerID, string fromModID, long[] toPlayerIDs, string[] toModIDs, string type, JToken data)
+ [JsonConstructor]
+ public ModMessageModel(long fromPlayerID, string fromModID, long[]? toPlayerIDs, string[]? toModIDs, string type, JToken data)
{
this.FromPlayerID = fromPlayerID;
this.FromModID = fromModID;