📄 playerdatamessage.java
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/*
* Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
* Copyright (C) 2001-2003 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.description;
import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.io.IOException;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import wotlas.libs.net.NetMessage;
import wotlas.common.message.movement.*;
import wotlas.common.*;
// import wotlas.common.character.WotCharacter;
import wotlas.common.character.BasicChar;
import wotlas.common.universe.WotlasLocation;
import wotlas.common.movement.*;
import wotlas.utils.Tools;
/**
* To send player data (Message Sent by Server).
*
* @author Aldiss, Petrus, Diego
*/
public class PlayerDataMessage extends NetMessage
{
/*------------------------------------------------------------------------------------*/
/** Player interface.
*/
protected Player player;
/** key of destinated player.
*/
protected Player otherPlayer;
/** Do we have to write/read public info or all the player's data ?
*/
protected boolean publicInfoOnly;
/** Player Class to use when building the Player object.
* Default is client implementation. Use the appropriate constructor to change that.
*/
private String playerClass = "wotlas.client.PlayerImpl";
/*------------------------------------------------------------------------------------*/
/** Constructor. Just initializes the message category and type.
*/
public PlayerDataMessage() {
super();
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** Constructor with the Player object.
*
* @param player Player object to send.
* @param publicInfoOnly tells if we have to write/read public info or all the player's data
*/
public PlayerDataMessage( Player player, boolean publicInfoOnly ) {
super();
this.player = player;
this.publicInfoOnly = publicInfoOnly;
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** Constructor with the Player object and playerClass to use.
*
* @param player Player object to send.
* @param publicInfoOnly tells if we have to write/read public info or all the player's data
* @param playerClass to use when building the Player object.
*/
public PlayerDataMessage( Player player, boolean publicInfoOnly, String playerClass ) {
super();
this.player = player;
this.publicInfoOnly = publicInfoOnly;
this.playerClass = playerClass;
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** To set otherPlayerKey
*
* @param otherPlayerKey key of player this message is sent to
*/
public void setOtherPlayer(Player otherPlayer) {
this.otherPlayer = otherPlayer;
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** 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.writeBoolean( publicInfoOnly );
// Wotlas Location
ostream.writeInt( player.getLocation().getWorldMapID() );
ostream.writeInt( player.getLocation().getTownMapID() );
ostream.writeInt( player.getLocation().getBuildingID() );
ostream.writeInt( player.getLocation().getInteriorMapID() );
ostream.writeInt( player.getLocation().getRoomID() );
ostream.writeInt( player.getLocation().getTileMapID() );
// Player Data
ostream.writeUTF( player.getPlayerName() );
ostream.writeUTF( player.getFullPlayerName(otherPlayer) );
ostream.writeUTF( player.getPrimaryKey() );
if(!publicInfoOnly) {
ostream.writeUTF( player.getPlayerPast() );
ostream.writeUTF( player.getPlayerAwayMessage() );
}
ostream.writeBoolean( player.isConnectedToGame() );
ostream.writeByte( player.getPlayerState().value );
// Sync ID
if(!publicInfoOnly)
ostream.writeByte( player.getSyncID() );
// Movement Composer
ostream.writeUTF( player.getMovementComposer().getClass().getName() );
MovementUpdateMessage updateMsg = player.getMovementComposer().getUpdate();
ostream.writeUTF( updateMsg.getClass().getName() );
updateMsg.encode( ostream );
// Wotlas Character Data
// if(!publicInfoOnly){
ostream.writeUTF( player.getBasicChar().getClass().getName() );
try{
new ObjectOutputStream(ostream).writeObject( player.getBasicChar() ); // call to encode character's data
} catch (Exception e) {
System.out.println(" diego: error, should still decide how to manage this error");
}
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** 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 {
publicInfoOnly = istream.readBoolean();
// Player Client Instance creation ( no direct call to "server"
// or "client" packages are issued from the "common" package )
player = (Player) Tools.getInstance( playerClass );
// Wotlas Location
WotlasLocation wotLoc = new WotlasLocation();
wotLoc.setWorldMapID( istream.readInt() );
wotLoc.setTownMapID( istream.readInt() );
wotLoc.setBuildingID( istream.readInt() );
wotLoc.setInteriorMapID( istream.readInt() );
wotLoc.setRoomID( istream.readInt() );
wotLoc.setTileMapID( istream.readInt() );
player.setLocation( wotLoc );
// Player Data
player.setPlayerName( istream.readUTF() );
player.setFullPlayerName( istream.readUTF() );
player.setPrimaryKey( istream.readUTF() );
if(!publicInfoOnly){
player.setPlayerPast( istream.readUTF() );
player.setPlayerAwayMessage( istream.readUTF() );
}
player.setIsConnectedToGame( istream.readBoolean() );
player.getPlayerState().value = istream.readByte();
// Sync ID
if( !publicInfoOnly )
player.setSyncID( istream.readByte() );
// Movement Composer
MovementComposer mvComposer = (MovementComposer) Tools.getInstance( istream.readUTF() );
MovementUpdateMessage uMsg = (MovementUpdateMessage) Tools.getInstance( istream.readUTF() );
uMsg.decode( istream );
// Wotlas Character
BasicChar wotChar = (BasicChar) Tools.getInstance( istream.readUTF() );
try {
player.setBasicChar( (BasicChar) new ObjectInputStream(istream).readObject() );
} catch (Exception e) {
System.out.println(" diego: error, should still decide how to manage this error");
}
// Movement Composer init
mvComposer.init( player );
mvComposer.setUpdate( uMsg ); // in this order, because the player must have been fully initialized
player.setMovementComposer( mvComposer );
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** To get the player subject of this message.
*/
public Player getPlayer() {
return player;
}
}
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