Public Repository for the Magicbane Shadowbane Emulator
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package engine.net.client.handlers;
import engine.Enum;
import engine.Enum.DispatchChannel;
import engine.exception.MsgSendException;
import engine.gameManager.SessionManager;
import engine.gameManager.ZoneManager;
import engine.net.Dispatch;
import engine.net.DispatchMessage;
import engine.net.client.ClientConnection;
import engine.net.client.msg.*;
import engine.objects.City;
import engine.objects.PlayerCharacter;
import engine.session.Session;
/*
* @Author:
* @Summary: Processes application protocol message which displays
* the map interface. (Zones, Cities, Realms, Hot-zones)
*/
public class CityDataHandler extends AbstractClientMsgHandler {
public CityDataHandler() {
super(KeepAliveServerClientMsg.class);
}
@Override
protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
boolean updateCities = false;
Session playerSession;
PlayerCharacter playerCharacter;
Dispatch dispatch;
playerCharacter = origin.getPlayerCharacter();
if (playerCharacter == null)
return true;
// Session is needed as param for worldObjectMsg.
playerSession = SessionManager.getSession(playerCharacter);
if (playerSession == null)
return true;
// No reason to serialize cities everytime map is
// opened. Wait until something has changed.
// This does not work for mines.
if (playerCharacter.getTimeStamp("cityUpdate") <= City.lastCityUpdate) {
playerCharacter.setTimeStamp("cityUpdate", System.currentTimeMillis());
updateCities = true;
}
CityDataMsg cityDataMsg = new CityDataMsg(SessionManager.getSession(playerCharacter), false);
cityDataMsg.updateMines(true);
cityDataMsg.updateCities(updateCities);
dispatch = Dispatch.borrow(playerCharacter, cityDataMsg);
DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY);
// Serialize the realms for this map
WorldRealmMsg worldRealmMsg = new WorldRealmMsg();
dispatch = Dispatch.borrow(playerCharacter, worldRealmMsg);
DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY);
return true;
}
}