blob: 4e7d01eb2b232951f46403339cc7e8d881fcc717 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
#nullable disable
using System.Linq;
using Newtonsoft.Json.Linq;
namespace StardewModdingAPI.Framework.Networking
{
/// <summary>The metadata for a mod message.</summary>
internal class ModMessageModel
{
/*********
** Accessors
*********/
/****
** Origin
****/
/// <summary>The unique ID of the player who broadcast the message.</summary>
public long FromPlayerID { get; set; }
/// <summary>The unique ID of the mod which broadcast the message.</summary>
public string FromModID { get; set; }
/****
** Destination
****/
/// <summary>The players who should receive the message.</summary>
public long[] ToPlayerIDs { get; set; }
/// <summary>The mods which should receive the message, or <c>null</c> for all mods.</summary>
public string[] ToModIDs { get; set; }
/// <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; }
/// <summary>The custom mod data being broadcast.</summary>
public JToken Data { get; set; }
/*********
** 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)
{
this.FromPlayerID = fromPlayerID;
this.FromModID = fromModID;
this.ToPlayerIDs = toPlayerIDs;
this.ToModIDs = toModIDs;
this.Type = type;
this.Data = data;
}
/// <summary>Construct an instance.</summary>
/// <param name="message">The message to clone.</param>
public ModMessageModel(ModMessageModel message)
{
this.FromPlayerID = message.FromPlayerID;
this.FromModID = message.FromModID;
this.ToPlayerIDs = message.ToPlayerIDs?.ToArray();
this.ToModIDs = message.ToModIDs?.ToArray();
this.Type = message.Type;
this.Data = message.Data;
}
}
}
|