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