111 lines
3.6 KiB
C#
111 lines
3.6 KiB
C#
// <copyright file="AssignPlayersToGuildPlugIn.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameServer.RemoteView.Guild;
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using System.Runtime.InteropServices;
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using MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.Views;
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using MUnique.OpenMU.GameLogic.Views.Guild;
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using MUnique.OpenMU.Network;
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using MUnique.OpenMU.Network.Packets.ServerToClient;
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using MUnique.OpenMU.Network.PlugIns;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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/// The default implementation of the <see cref="IAssignPlayersToGuildPlugIn"/> which is forwarding everything to the game client with specific data packets.
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/// </summary>
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[PlugIn]
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[Display(Name = nameof(PlugInResources.AssignPlayersToGuildPlugIn_Name), Description = nameof(PlugInResources.AssignPlayersToGuildPlugIn_Description), ResourceType = typeof(PlugInResources))]
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[Guid("f42f571e-0cd1-4c22-ba53-8344848ba998")]
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[MinimumClient(0, 90, ClientLanguage.Invariant)]
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public class AssignPlayersToGuildPlugIn : IAssignPlayersToGuildPlugIn
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{
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private readonly RemotePlayer _player;
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/// <summary>
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/// Initializes a new instance of the <see cref="AssignPlayersToGuildPlugIn"/> class.
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/// </summary>
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/// <param name="player">The player.</param>
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public AssignPlayersToGuildPlugIn(RemotePlayer player) => this._player = player;
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/// <inheritdoc />
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public async ValueTask AssignPlayersToGuildAsync(ICollection<Player> guildPlayers, bool appearsNew)
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{
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var connection = this._player.Connection;
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if (connection is null)
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{
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return;
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}
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// C2 00 11
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// 65
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// 01
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// 34 4B 00 00 80 00 00
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// A4 F2 00 00 00
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int Write()
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{
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var size = AssignCharacterToGuildRef.GetRequiredSize(guildPlayers.Count);
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var span = connection.Output.GetSpan(size)[..size];
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var packet = new AssignCharacterToGuildRef(span)
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{
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PlayerCount = (byte)guildPlayers.Count,
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};
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int i = 0;
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foreach (var guildPlayer in guildPlayers)
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{
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this.SetGuildPlayerBlock(packet[i], guildPlayer, appearsNew);
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i++;
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}
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return size;
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}
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await connection.SendAsync(Write).ConfigureAwait(false);
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}
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/// <inheritdoc />
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public async ValueTask AssignPlayerToGuildAsync(Player guildPlayer, bool appearsNew)
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{
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var connection = this._player.Connection;
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if (connection is null)
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{
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return;
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}
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// C2 00 11
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// 65
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// 01
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// 34 4B 00 00 80 00 00
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// A4 F2 00 00 00
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int Write()
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{
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var size = AssignCharacterToGuildRef.GetRequiredSize(1);
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var span = connection.Output.GetSpan(size)[..size];
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var packet = new AssignCharacterToGuildRef(span)
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{
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PlayerCount = 1,
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};
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this.SetGuildPlayerBlock(packet[0], guildPlayer, appearsNew);
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return size;
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}
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await connection.SendAsync(Write).ConfigureAwait(false);
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}
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private void SetGuildPlayerBlock(AssignCharacterToGuildRef.GuildMemberRelationRef playerBlock, Player guildPlayer, bool appearsNew)
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{
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if (guildPlayer.GuildStatus is null)
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{
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return;
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}
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playerBlock.GuildId = guildPlayer.GuildStatus.GuildId;
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playerBlock.Role = guildPlayer.GuildStatus.Position.Convert();
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playerBlock.PlayerId = guildPlayer.GetId(this._player);
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playerBlock.IsPlayerAppearingNew = appearsNew;
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}
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} |