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Implement friend star handler
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@@ -15,6 +15,7 @@ import emu.nebula.proto.Public.FriendState;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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import lombok.Getter;
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import lombok.Getter;
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import us.hebi.quickbuf.RepeatedLong;
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@Getter
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@Getter
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public class FriendList extends PlayerManager {
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public class FriendList extends PlayerManager {
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@@ -243,6 +244,24 @@ public class FriendList extends PlayerManager {
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// Success
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// Success
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return true;
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return true;
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}
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}
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public synchronized void setStar(RepeatedLong list, boolean star) {
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for (long id : list) {
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// Get friendship
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var friendship = this.getFriendById((int) id);
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if (friendship == null) {
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continue;
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}
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// Set star
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friendship.setStar(star);
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friendship.save();
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}
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// Reset cooldown on caching friendlist proto
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this.cacheCooldown = 0;
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}
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// Database
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// Database
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@@ -285,6 +304,7 @@ public class FriendList extends PlayerManager {
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// Create info
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// Create info
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var info = FriendDetail.newInstance()
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var info = FriendDetail.newInstance()
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.setBase(base)
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.setBase(base)
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.setStar(friend.isStar())
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.setGetEnergy(friend.getEnergy());
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.setGetEnergy(friend.getEnergy());
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// Add
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// Add
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@@ -19,10 +19,9 @@ public class Friendship implements GameDatabaseObject {
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@Indexed private int friendUid;
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@Indexed private int friendUid;
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private int askerUid;
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private int askerUid;
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@Setter
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@Setter private boolean isFriend;
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private boolean isFriend;
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@Setter private boolean star;
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private boolean star;
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@Setter private int energy;
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private int energy;
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@Setter private transient Player player;
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@Setter private transient Player player;
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@@ -0,0 +1,24 @@
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package emu.nebula.server.handlers;
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import emu.nebula.net.NetHandler;
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import emu.nebula.net.NetMsgId;
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import emu.nebula.proto.FriendStarSet.FriendStarSetReq;
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import emu.nebula.net.HandlerId;
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import emu.nebula.net.GameSession;
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@HandlerId(NetMsgId.friend_star_set_req)
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public class HandlerFriendStarSetReq extends NetHandler {
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@Override
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public byte[] handle(GameSession session, byte[] message) throws Exception {
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// Parse request
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var req = FriendStarSetReq.parseFrom(message);
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// Set star
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session.getPlayer().getFriendList().setStar(req.getUIds(), req.getStar());
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// Encode and send
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return session.encodeMsg(NetMsgId.friend_star_set_succeed_ack);
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}
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}
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