Add Emoji event
This is received from the client when they are trying to display an emoji, this comes in to the server, gets processed, and the server sends back the Emote Bubble packet to the clients.
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2 changed files with 47 additions and 1 deletions
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@ -3,7 +3,7 @@
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This is the rolling changelog for TShock for Terraria. Use past tense when adding new entries; sign your name off when you add or change something. This should primarily be things like user changes, not necessarily codebase changes unless it's really relevant or large.
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## Upcoming Changes
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* Your change goes here!
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* Add Emoji event to GetDataHandler. This packet is received when a player tries to display an emote.
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## TShock 4.4.0 (Pre-release 10)
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* Fix all rope coils. (@Olink)
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@ -151,6 +151,7 @@ namespace TShockAPI
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{ PacketTypes.CrystalInvasionStart, HandleOldOnesArmy },
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{ PacketTypes.PlayerHurtV2, HandlePlayerDamageV2 },
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{ PacketTypes.PlayerDeathV2, HandlePlayerKillMeV2 },
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{ PacketTypes.Emoji, HandleEmoji },
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{ PacketTypes.FishOutNPC, HandleFishOutNPC },
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{ PacketTypes.FoodPlatterTryPlacing, HandleFoodPlatterTryPlacing },
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{ PacketTypes.SyncRevengeMarker, HandleSyncRevengeMarker }
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@ -1866,6 +1867,40 @@ namespace TShockAPI
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return args.Handled;
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}
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/// <summary>
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/// For use in an Emoji event.
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/// </summary>
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public class EmojiEventArgs : GetDataHandledEventArgs
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{
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/// <summary>
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/// The player index in the packet, who sends the emoji.
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/// </summary>
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public byte PlayerIndex { get; set; }
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/// <summary>
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/// The ID of the emoji, that is being received.
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/// </summary>
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public byte EmojiID { get; set; }
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}
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/// <summary>
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/// Called when a player sends an emoji.
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/// </summary>
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public static HandlerList<EmojiEventArgs> Emoji = new HandlerList<EmojiEventArgs>();
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private static bool OnEmoji(TSPlayer player, MemoryStream data, byte playerIndex, byte emojiID)
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{
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if (Emoji == null)
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return false;
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var args = new EmojiEventArgs
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{
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Player = player,
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Data = data,
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PlayerIndex = playerIndex,
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EmojiID = emojiID
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};
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Emoji.Invoke(null, args);
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return args.Handled;
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}
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/// <summary>
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/// For use in a FishOutNPC event.
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/// </summary>
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@ -3671,6 +3706,17 @@ namespace TShockAPI
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return false;
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}
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private static bool HandleEmoji(GetDataHandlerArgs args)
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{
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byte playerIndex = args.Data.ReadInt8();
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byte emojiID = args.Data.ReadInt8();
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if (OnEmoji(args.Player, args.Data, playerIndex, emojiID))
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return true;
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return false;
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}
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private static bool HandleFishOutNPC(GetDataHandlerArgs args)
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{
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ushort tileX = args.Data.ReadUInt16();
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