/* HashSet playerFriendSet = PlayerFriendsMap.get(playerUID); playerFriendSet.add(friendUID); * Copyright 2013 MagicBane Emulator Project * All Rights Reserved */ package engine.net.client.msg; import engine.Enum.GameObjectType; import engine.gameManager.SessionManager; import engine.net.AbstractConnection; import engine.net.ByteBufferReader; import engine.net.ByteBufferWriter; import engine.net.client.Protocol; import engine.objects.PlayerCharacter; public class UpdateFriendStatusMessage extends ClientNetMsg { public int statusType; public PlayerCharacter player; public boolean online = true; /** * This is the general purpose constructor. */ public UpdateFriendStatusMessage(PlayerCharacter player) { super(Protocol.UPDATEFRIENDSTATUS); this.player = player; this.online = SessionManager.getPlayerCharacterByID(player.getObjectUUID()) != null ? true : false; } /** * 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 UpdateFriendStatusMessage(AbstractConnection origin, ByteBufferReader reader) { super(Protocol.UPDATEFRIENDSTATUS, origin, reader); } /** * Copy constructor */ public UpdateFriendStatusMessage(UpdateFriendStatusMessage msg) { super(Protocol.UPDATEFRIENDSTATUS); } /** * Deserializes the subclass specific items from the supplied ByteBufferReader. */ //message is serialize only, no need for deserialize. @Override protected void _deserialize(ByteBufferReader reader) { reader.getInt(); reader.getInt(); reader.getInt(); reader.getInt(); this.statusType = reader.getInt(); } /** * Serializes the subclass specific items to the supplied ByteBufferWriter. */ @Override protected void _serialize(ByteBufferWriter writer) { writer.putInt(GameObjectType.PlayerCharacter.ordinal()); writer.putInt(player.getObjectUUID()); writer.putString(player.getCombinedName()); writer.putInt(online ? 0 : 1); writer.putInt(player.friendStatus.ordinal()); } }