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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.net.client.msg;
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import engine.exception.SerializationException;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.DbManager;
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import engine.gameManager.ZoneManager;
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import engine.net.AbstractConnection;
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import engine.net.ByteBufferReader;
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import engine.net.ByteBufferWriter;
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import engine.net.client.Protocol;
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import engine.objects.Building;
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import engine.objects.Zone;
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import org.pmw.tinylog.Logger;
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import java.util.ArrayList;
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public class SyncMessage extends ClientNetMsg {
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private int type;
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private int size;
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private int pad = 0;
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private int objectType;
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private int objectUUID;
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/**
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* This constructor is used by NetMsgFactory. It attempts to deserialize the
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* ByteBuffer into a message. If a BufferUnderflow occurs (based on reading
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* past the limit) then this constructor Throws that Exception to the
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* caller.
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*/
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public SyncMessage(AbstractConnection origin, ByteBufferReader reader) {
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super(Protocol.CITYASSET, origin, reader);
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}
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public SyncMessage() {
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super(Protocol.CITYASSET);
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}
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/**
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* Deserializes the subclass specific items from the supplied NetMsgReader.
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*/
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@Override
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protected void _deserialize(ByteBufferReader reader) {
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//none yet
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}
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/**
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* Serializes the subclass specific items to the supplied NetMsgWriter.
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*/
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@Override
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protected void _serialize(ByteBufferWriter writer) throws SerializationException {
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//lets do returns before writing so we don't send improper structures to the client
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Building tol = BuildingManager.getBuilding(this.objectUUID);
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if (tol == null) {
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Logger.debug("TOL is null");
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return;
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}
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Zone zone = ZoneManager.findSmallestZone(tol.getLoc());
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if (zone == null) {
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Logger.debug("Zone is null");
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return;
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}
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ArrayList<Building> allCityAssets = DbManager.BuildingQueries.GET_ALL_BUILDINGS_FOR_ZONE(zone);
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// *** Refactor: collection created but never used?
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ArrayList<Building> canProtectAssets = new ArrayList<>();
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for (Building b : allCityAssets) {
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if (b.getBlueprintUUID() != 0)
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canProtectAssets.add(b);
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}
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// *** Refactor : Not sure what this synch message does
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// Get the feeling it should be looping over upgradable
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// assets.
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writer.putInt(0);
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writer.putInt(0);
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writer.putInt(this.objectType);
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writer.putInt(this.objectUUID);
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writer.putInt(allCityAssets.size());
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for (Building b : allCityAssets) {
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String name = b.getName();
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// if (name.equals(""))
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// name = b.getBuildingSet().getName();
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writer.putInt(b.getObjectType().ordinal());
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writer.putInt(b.getObjectUUID());
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writer.putString(b.getName()); // Blueprint name?
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writer.putString(b.getGuild().getName());
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writer.putInt(20);// \/ Temp \/
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writer.putInt(b.getRank());
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writer.putInt(1); // symbol
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writer.putInt(7); //TODO identify these Guild tags??
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writer.putInt(17);
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writer.putInt(14);
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writer.putInt(14);
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writer.putInt(98);// /\ Temp /\
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}
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}
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public int getObjectType() {
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return objectType;
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}
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public void setObjectType(int value) {
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this.objectType = value;
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}
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public int getUUID() {
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return objectUUID;
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}
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public int getPad() {
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return pad;
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}
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public void setPad(int value) {
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this.pad = value;
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}
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public int getType() {
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return type;
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}
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public void setType(int type) {
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this.type = type;
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}
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public int getSize() {
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return size;
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}
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public void setSize(int size) {
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this.size = size;
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}
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}
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