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using System;
using StardewModdingAPI.Framework.Networking;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for an <see cref="IMultiplayerEvents.ModMessageReceived"/> event.</summary>
public class ModMessageReceivedEventArgs : EventArgs
{
/*********
** Fields
*********/
/// <summary>The underlying message model.</summary>
private readonly ModMessageModel Message;
/*********
** Accessors
*********/
/// <summary>The unique ID of the player from whose computer the message was sent.</summary>
public long FromPlayerID => this.Message.FromPlayerID;
/// <summary>The unique ID of the mod which sent the message.</summary>
public string FromModID => this.Message.FromModID;
/// <summary>A message type which can be used to decide whether it's the one you want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, so mods should check the <see cref="FromModID"/>.</summary>
public string Type => this.Message.Type;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="message">The received message.</param>
internal ModMessageReceivedEventArgs(ModMessageModel message)
{
this.Message = message;
}
/// <summary>Read the message data into the given model type.</summary>
/// <typeparam name="TModel">The message model type.</typeparam>
public TModel ReadAs<TModel>()
{
return this.Message.Data.ToObject<TModel>();
}
}
}
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