📄 setcurrentchatroommessage.java
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/*
* Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
* Copyright (C) 2001-2002 WOTLAS Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
package wotlas.common.message.chat;
import wotlas.common.*;
import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.io.IOException;
import java.util.*;
import wotlas.libs.net.NetMessage;
import wotlas.common.screenobject.*;
/**
* To set the current ChatRoom of the player. (Message sent by Server)
*
* @author Petrus, Aldiss
*/
public class SetCurrentChatRoomMessage extends NetMessage
{
/*------------------------------------------------------------------------------------*/
/** Id of the ChatRoom
*/
protected String chatRoomPrimaryKey;
/** ChatRoom Players primaryKey
*/
protected String playersPrimaryKey[];
/** ChatRoom Players full player name
*/
protected String fullPlayerNames[];
/*------------------------------------------------------------------------------------*/
/** Constructor. Just initializes the message category and type.
*/
public SetCurrentChatRoomMessage() {
super();
}
/*------------------------------------------------------------------------------------*/
/** Constructor with parameters.
*/
public SetCurrentChatRoomMessage( String chatRoomPrimaryKey, Hashtable players ) {
super();
this.chatRoomPrimaryKey = chatRoomPrimaryKey;
if(players==null){
playersPrimaryKey = new String[0];
fullPlayerNames = new String[0];
return;
}
synchronized( players ) {
Iterator it = players.values().iterator();
int i=0;
playersPrimaryKey = new String[players.size()];
fullPlayerNames = new String[players.size()];
while( it.hasNext() ) {
Player p = (Player) it.next();
playersPrimaryKey[i] = p.getPrimaryKey();
fullPlayerNames[i] = p.getPlayerName();
i++;
}
}
}
public void SetToUseScreenObjects( String chatRoomPrimaryKey, Hashtable screenObjects ) {
this.chatRoomPrimaryKey = chatRoomPrimaryKey;
if(screenObjects==null){
playersPrimaryKey = new String[0];
fullPlayerNames = new String[0];
return;
}
synchronized( screenObjects ) {
Iterator it = screenObjects.values().iterator();
Vector tmp1= new Vector();
Vector tmp2= new Vector();
while( it.hasNext() ) {
ScreenObject p = (ScreenObject) it.next();
tmp1.add( p.getPrimaryKey() );
tmp2.add( p.getName() );
}
Object[] oTmp1 = tmp1.toArray();
Object[] oTmp2 = tmp2.toArray();
playersPrimaryKey = new String[oTmp1.length];
fullPlayerNames = new String[oTmp2.length];
for( int i=0; i<oTmp1.length; i++) {
playersPrimaryKey[i] = (String) oTmp1[i];
fullPlayerNames[i] = (String) oTmp2[i];
}
}
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** This is where we put your message data on the stream. You don't need
* to invoke this method yourself, it's done automatically.
*
* @param ostream data stream where to put your data (see java.io.DataOutputStream)
* @exception IOException if the stream has been closed or is corrupted.
*/
public void encode( DataOutputStream ostream ) throws IOException {
ostream.writeUTF( chatRoomPrimaryKey );
ostream.writeInt( playersPrimaryKey.length );
for( int i=0; i<playersPrimaryKey.length; i++ )
ostream.writeUTF( playersPrimaryKey[i] );
ostream.writeInt( fullPlayerNames.length );
for( int i=0; i<fullPlayerNames.length; i++ )
ostream.writeUTF( fullPlayerNames[i] );
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** This is where we retrieve our message data from the stream. You don't need
* to invoke this method yourself, it's done automatically.
*
* @param istream data stream where you retrieve your data (see java.io.DataInputStream)
* @exception IOException if the stream has been closed or is corrupted.
*/
public void decode( DataInputStream istream ) throws IOException {
chatRoomPrimaryKey = istream.readUTF();
playersPrimaryKey = new String[ istream.readInt() ];
for( int i=0; i<playersPrimaryKey.length; i++ )
playersPrimaryKey[i] = istream.readUTF();
fullPlayerNames = new String[ istream.readInt() ];
for( int i=0; i<fullPlayerNames.length; i++ )
fullPlayerNames[i] = istream.readUTF();
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
}
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