/** * Update the specified player. * @param p */ public static void update(Player player) { //Creates a list of new players in area. [This only happens once.. no rebuilding like all World 2 servers.] player.getLocalEnvironment().updatePlayersInArea(); //Attempt to skip a pointless update if possible. //Any current users on screen got a update for me. bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenPlayers().Exists(new Predicate<Player>(delegate(Player p) { return p.getUpdateFlags().hasAnyUpdate(); })); //No new pending players and no players pending to get removed from screen. bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewPlayers().Count > 0 || player.getLocalEnvironment().getRemovedPlayers().Count > 0); //no updates.. exit. if (!hasAppearanceUpdate && !hasAddRemoveUpdate && !player.getUpdateFlags().hasAnyUpdate() && !player.getUpdateFlags().didMapRegionChange() && player.getConnection().getPingCount() < 7) return; player.getConnection().resetPingCount(); if(player.getUpdateFlags().didMapRegionChange()) player.getPackets().sendMapRegion(); PacketBuilder mainPacket = new PacketBuilder().setId(225).setSize(Packet.Size.VariableShort).initBitAccess(); PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare); if (player.getUpdateFlags().isTeleporting()) { //teleport mainPacket.addBits(1, 1); mainPacket.addBits(2, 3); mainPacket.addBits(7, player.getLocation().getLocalY(player.getUpdateFlags().getLastRegion())); //currentX mainPacket.addBits(1, 1); mainPacket.addBits(2, player.getLocation().getZ()); //heightLevel mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); mainPacket.addBits(7, player.getLocation().getLocalX(player.getUpdateFlags().getLastRegion())); //currentY } else { if (player.getSprites().getPrimarySprite() == -1) { //no movement mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); if (player.getUpdateFlags().isUpdateRequired()) mainPacket.addBits(2, 0); } else { //movement. mainPacket.addBits(1, 1); if (player.getSprites().getSecondarySprite() == -1) { //not running mainPacket.addBits(2, 1); mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else { mainPacket.addBits(2, 2); mainPacket.addBits(1, 1); mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk mainPacket.addBits(3, player.getSprites().getSecondarySprite()); //run mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); } } } if(player.getUpdateFlags().isUpdateRequired()) appendUpdateBlock(player, updateBlock, false); //update my own updates. mainPacket.addBits(8, player.getLocalEnvironment().getSeenPlayers().Count); //All players I've seen already (not new players) //Send information of all the players in our own location. foreach (Player p in player.getLocalEnvironment().getSeenPlayers()) { if (player.getLocalEnvironment().getRemovedPlayers().Contains(p)) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 3); //delete player. continue; } else if (p.getSprites().getPrimarySprite() == -1) { if(p.getUpdateFlags().isUpdateRequired()) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 0); //finish } else { mainPacket.addBits(1, 0); //no update required, either region changed or no movement change. } } else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() == -1) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 1); //update just walk direction sprite mainPacket.addBits(3, p.getSprites().getPrimarySprite()); mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() != -1) { //Bit 2 = 2, updates both sprites. mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 2); //update both walk & run sprites. mainPacket.addBits(1, 1); mainPacket.addBits(3, p.getSprites().getPrimarySprite()); mainPacket.addBits(3, p.getSprites().getSecondarySprite()); mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0); } if (p.getUpdateFlags().isUpdateRequired()) appendUpdateBlock(p, updateBlock, false); } //Send information of all the new players in our own location. foreach (Player p in player.getLocalEnvironment().getNewPlayers()) { mainPacket.addBits(11, p.getIndex()); //playerId of new player. int yPos = p.getLocation().getY() - player.getLocation().getY(); int xPos = p.getLocation().getX() - player.getLocation().getX(); mainPacket.addBits(1, 1); mainPacket.addBits(5, xPos < 0 ? xPos + 32 : xPos); mainPacket.addBits(3, p.getWalkingQueue().getLastDirection()); mainPacket.addBits(1, 1); mainPacket.addBits(5, yPos < 0 ? yPos + 32 : yPos); appendUpdateBlock(p, updateBlock, true); //force appearance update. } /** * Done with with all our updates.. fine to refine our environment lists. * Remove players who either moved away from our location or plain old disconnected. * Mix new players with old players into one playerlist. * Clear new players list, for more new players again */ player.getLocalEnvironment().organizePlayers(); if (updateBlock.getLength() > 0) mainPacket.addBits(11, 2047); //2047 max players in server,area. mainPacket.finishBitAccess(); if (updateBlock.getLength() > 0) mainPacket.addBytes(updateBlock.toPacket().getData()); if (player.getConnection() != null) player.getConnection().SendPacket(mainPacket.toPacket()); }