forked from MagicBane/Server
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/*
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HashSet<Integer> playerFriendSet = PlayerFriendsMap.get(playerUID);
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playerFriendSet.add(friendUID); * Copyright 2013 MagicBane Emulator Project
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* All Rights Reserved
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*/
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package engine.net.client.msg;
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import engine.Enum.GameObjectType;
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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.PlayerCharacter;
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public class AddFriendMessage extends ClientNetMsg {
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public PlayerCharacter friend;
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/**
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* This is the general purpose constructor.
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*/
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public AddFriendMessage(PlayerCharacter pc) {
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super(Protocol.ADDFRIEND);
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friend = pc;
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}
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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 AddFriendMessage(AbstractConnection origin, ByteBufferReader reader) {
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super(Protocol.ADDFRIEND, origin, reader);
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}
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/**
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* Copy constructor
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*/
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public AddFriendMessage(AddFriendMessage msg) {
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super(Protocol.ADDFRIEND);
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}
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/**
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* Deserializes the subclass specific items from the supplied ByteBufferReader.
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*/
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//message is serialize only, no need for deserialize.
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@Override
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protected void _deserialize(ByteBufferReader reader) {
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}
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/**
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* Serializes the subclass specific items to the supplied ByteBufferWriter.
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*/
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@Override
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protected void _serialize(ByteBufferWriter writer) {
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writer.putInt(GameObjectType.PlayerCharacter.ordinal());
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writer.putInt(friend.getObjectUUID());
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writer.putString(friend.getName());
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writer.putInt(0); //possibly available, busy, away?
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writer.putInt(0);
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}
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}
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