using System;
using ACE.Entity;
using ACE.Server.Network.GameMessages;
namespace ACE.Server.Network.GameEvent
{
public abstract class GameEventMessage : GameMessage
{
public GameEventType EventType { get; private set; }
protected Session Session { get; private set; }
protected GameEventMessage(GameEventType eventType, GameMessageGroup group, Session session) : base(GameMessageOpcode.GameEvent, group)
{
EventType = eventType;
Session = session;
var guid = session.Player != null ? session.Player.Guid : new ObjectGuid(0);
Writer.WriteGuid(guid);
//var debugMessage = $"GameEventSequence Update - {eventType} - GameEventSequence was {session.GameEventSequence}";
Writer.Write(session.GameEventSequence++);
//Console.WriteLine(debugMessage + $" and is now {session.GameEventSequence}");
Writer.Write((uint)EventType);
}
///
/// This is an optimization to help us seed the Data MemoryStream with an initial capacity.
/// MemoryStream starts off as 0 capacity, then the first use it initailizes an array of 256 bytes, then doubles each type capacity is reached.
/// By using the out of the box method for all, we can be over allocating for some opcodes, and re-allocating (via array doubling) for others
/// We're only helping Data with an initial capacity. If the MemoryStream needs more, it will still double itself and work as intended.
///
protected GameEventMessage(GameEventType eventType, GameMessageGroup group, Session session, int dataInitialCapacity) : base(GameMessageOpcode.GameEvent, group, dataInitialCapacity)
{
EventType = eventType;
Session = session;
var guid = session.Player != null ? session.Player.Guid : new ObjectGuid(0);
Writer.WriteGuid(guid);
//var debugMessage = $"GameEventSequence Update - {eventType} - GameEventSequence was {session.GameEventSequence}";
Writer.Write(session.GameEventSequence++);
//Console.WriteLine(debugMessage + $" and is now {session.GameEventSequence}");
Writer.Write((uint)EventType);
}
}
}