using NLog; using ProtoBuf; using Sandbox.Engine.Multiplayer; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; using VRage.Game; using VRage.ObjectBuilders; namespace SeamlessClientPlugin.ClientMessages { [ProtoContract] public class WorldRequest { private static readonly Logger Log = LogManager.GetCurrentClassLogger(); [ProtoMember(1)] public ulong PlayerID; [ProtoMember(2)] public long IdentityID; [ProtoMember(3)] public string PlayerName; [ProtoMember(4)] public byte[] WorldData; public WorldRequest(ulong PlayerID,long PlayerIdentity, string Name) { this.PlayerID = PlayerID; this.PlayerName = Name; this.IdentityID = PlayerIdentity; } public WorldRequest() { } public void SerializeWorldData(MyObjectBuilder_World WorldData) { MethodInfo CleanupData = typeof(MyMultiplayerServerBase).GetMethod("CleanUpData", BindingFlags.Static | BindingFlags.NonPublic, null, new Type[3] { typeof(MyObjectBuilder_World), typeof(ulong), typeof(long), }, null); object[] Data = new object[] { WorldData, PlayerID, IdentityID }; CleanupData.Invoke(null, Data); WorldData = (MyObjectBuilder_World)Data[0]; using (MemoryStream memoryStream = new MemoryStream()) { MyObjectBuilderSerializer.SerializeXML(memoryStream, WorldData, MyObjectBuilderSerializer.XmlCompression.Gzip); this.WorldData = memoryStream.ToArray(); Log.Warn("Successfully Converted World"); } } public MyObjectBuilder_World DeserializeWorldData() { MyObjectBuilderSerializer.DeserializeGZippedXML(new MemoryStream(WorldData), out var objectBuilder); return objectBuilder; } } }