/*
HashSet<Integer> playerFriendSet = PlayerFriendsMap.get(playerUID);
			playerFriendSet.add(friendUID); * Copyright 2013 MagicBane Emulator Project
 * All Rights Reserved
 */
package engine.net.client.msg;


import engine.mbEnums.GameObjectType;
import engine.net.AbstractConnection;
import engine.net.ByteBufferReader;
import engine.net.ByteBufferWriter;
import engine.net.Protocol;
import engine.objects.PlayerCharacter;


public class AddFriendMessage extends ClientNetMsg {

    public PlayerCharacter friend;

    /**
     * This is the general purpose constructor.
     */
    public AddFriendMessage(PlayerCharacter pc) {
        super(Protocol.ADDFRIEND);
        friend = pc;
    }

    /**
     * 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 AddFriendMessage(AbstractConnection origin, ByteBufferReader reader) {
        super(Protocol.ADDFRIEND, origin, reader);
    }

    /**
     * Copy constructor
     */
    public AddFriendMessage(AddFriendMessage msg) {
        super(Protocol.ADDFRIEND);
    }


    /**
     * Deserializes the subclass specific items from the supplied ByteBufferReader.
     */
    //message is serialize only, no need for deserialize.
    @Override
    protected void _deserialize(ByteBufferReader reader) {
    }

    /**
     * Serializes the subclass specific items to the supplied ByteBufferWriter.
     */
    @Override
    protected void _serialize(ByteBufferWriter writer) {
        writer.putInt(GameObjectType.PlayerCharacter.ordinal());
        writer.putInt(friend.getObjectUUID());
        writer.putString(friend.getName());
        writer.putInt(0); //possibly available, busy, away?
        writer.putInt(0);
    }
}