Files
AdamuSw/src/GameServer/RemoteView/Duel/DuelStatusUpdatePlugIn.cs
2026-07-14 19:00:35 +03:00

62 lines
2.3 KiB
C#

// <copyright file="DuelStatusUpdatePlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameServer.RemoteView.Duel;
using System.Runtime.InteropServices;
using MUnique.OpenMU.GameLogic;
using MUnique.OpenMU.GameLogic.Views.Duel;
using MUnique.OpenMU.Network;
using MUnique.OpenMU.Network.Packets.ServerToClient;
using MUnique.OpenMU.Network.PlugIns;
using MUnique.OpenMU.PlugIns;
/// <summary>
/// The default implementation of the <see cref="IDuelStatusUpdatePlugIn"/> which is forwarding everything to the game client with specific data packets.
/// </summary>
[PlugIn]
[Display(Name = nameof(PlugInResources.DuelStatusUpdatePlugIn_Name), Description = nameof(PlugInResources.DuelStatusUpdatePlugIn_Description), ResourceType = typeof(PlugInResources))]
[Guid("9C37DF93-7E1C-44BB-914D-DB8B3F96FEE0")]
[MinimumClient(4, 0, ClientLanguage.Invariant)]
public class DuelStatusUpdatePlugIn : IDuelStatusUpdatePlugIn
{
private readonly RemotePlayer _player;
/// <summary>
/// Initializes a new instance of the <see cref="DuelStatusUpdatePlugIn"/> class.
/// </summary>
/// <param name="player">The player.</param>
public DuelStatusUpdatePlugIn(RemotePlayer player) => this._player = player;
/// <inheritdoc />
public async ValueTask UpdateStatusAsync(DuelRoom?[] duelRooms)
{
if (this._player.Connection is not { } connection)
{
return;
}
int WritePacket()
{
var length = DuelStatusRef.Length;
var packet = new DuelStatusRef(connection.Output.GetSpan(length)[..length]);
for (int i = 0; i < duelRooms.Length; i++)
{
var duelRoom = duelRooms[i];
var duelStatus = packet[i];
if (duelRoom is not null)
{
duelStatus.Player1Name = duelRoom.Requester.Name;
duelStatus.Player2Name = duelRoom.Opponent.Name;
duelStatus.DuelRunning = duelRoom.State == DuelState.DuelStarted;
duelStatus.DuelOpen = duelRoom.IsOpen;
}
}
return length;
}
await connection.SendAsync(WritePacket).ConfigureAwait(false);
}
}