using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using static TShockAPI.GetDataHandlers;
namespace TShockAPI.Handlers
{
///
/// Handles the TileEntityDisplayDollItemSync packets and checks for permissions.
///
public class DisplayDollItemSyncHandler : IPacketHandler
{
public void OnReceive(object sender, DisplayDollItemSyncEventArgs args)
{
// If the player has no building permissions means that they couldn't even see the content of the doll in the first place.
// Thus, they would not be able to modify its content. This means that a hacker attempted to send this packet directly, or through raw bytes to tamper with the DisplayDoll. This is why I do not bother with making sure the player gets their item back.
if (!args.Player.HasBuildPermission(args.DisplayDollEntity.Position.X, args.DisplayDollEntity.Position.Y, false))
{
args.Player.SendErrorMessage(GetString("You do not have permission to modify a Mannequin in a protected area!"));
args.Handled = true;
return;
}
}
}
}