forked from MagicBane/Server
Protocol handler created for ArcMineWindowAvailableTimeMsg.
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package engine.net.client.handlers;
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import engine.Enum;
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import engine.Enum.DispatchChannel;
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import engine.exception.MsgSendException;
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import engine.gameManager.BuildingManager;
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import engine.net.Dispatch;
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import engine.net.DispatchMessage;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.ArcMineWindowAvailableTimeMsg;
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import engine.net.client.msg.ClientNetMsg;
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import engine.net.client.msg.KeepAliveServerClientMsg;
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import engine.objects.Building;
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import engine.objects.Guild;
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import engine.objects.GuildStatusController;
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import engine.objects.PlayerCharacter;
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/*
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* @Author:
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* @Summary: Processes application protocol message which keeps
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* client's tcp connection open.
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*/
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public class ArcMineWindowAvailableTimeHandler extends AbstractClientMsgHandler {
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public ArcMineWindowAvailableTimeHandler() {
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super(KeepAliveServerClientMsg.class);
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}
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@Override
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
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ArcMineWindowAvailableTimeMsg msg = (ArcMineWindowAvailableTimeMsg) baseMsg;
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PlayerCharacter playerCharacter = origin.getPlayerCharacter();
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Building treeOfLife = BuildingManager.getBuildingFromCache(msg.getBuildingUUID());
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Dispatch dispatch;
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if (treeOfLife == null)
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return true;
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if (treeOfLife.getBlueprintUUID() == 0)
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return true;
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if (treeOfLife.getBlueprint().getBuildingGroup() != Enum.BuildingGroup.TOL)
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return true;
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if (playerCharacter == null)
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return true;
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if (!Guild.sameGuild(treeOfLife.getGuild(), playerCharacter.getGuild()))
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return true;
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if (GuildStatusController.isInnerCouncil(playerCharacter.getGuildStatus()) == false) // is this only GL?
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return true;
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ArcMineWindowAvailableTimeMsg outMsg = new ArcMineWindowAvailableTimeMsg(treeOfLife, 10);
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outMsg.configure();
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dispatch = Dispatch.borrow(playerCharacter, outMsg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY);
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return true;
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}
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}
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