Item.ProcessDelta update to efficiently send property list hashes

Overriding SendInfoTo(NetState) is now obsolete; instead, override SendInfoTo(NetState, bool) or GetWorldPacketFor(NetState)
This commit is contained in:
krrios 2006-09-22 03:04:00 +00:00
parent 51eb9e2676
commit 93f6301be8
4 changed files with 14 additions and 20 deletions

View file

@ -18,17 +18,14 @@ namespace Server.Items
{
}
public override void SendInfoTo( NetState state )
{
protected override Packet GetWorldPacketFor( NetState state ) {
Mobile mob = state.Mobile;
if ( mob != null && mob.AccessLevel >= AccessLevel.GameMaster )
state.Send( new GMItemPacket( this ) );
else
state.Send( WorldPacket );
if ( mob != null && mob.AccessLevel >= AccessLevel.GameMaster ) {
return new GMItemPacket( this );
}
if ( ObjectPropertyList.Enabled )
state.Send( OPLPacket );
return base.GetWorldPacketFor( state );
}
public override void Serialize( GenericWriter writer )

View file

@ -545,9 +545,9 @@ namespace Server.Items
}
}
public override void SendInfoTo( NetState state )
public override void SendInfoTo( NetState state, bool sendOplPacket )
{
base.SendInfoTo( state );
base.SendInfoTo( state, sendOplPacket );
if ( ItemID == 0x2006 )
{

View file

@ -27,17 +27,14 @@ namespace Server.Items
{
}
public override void SendInfoTo( NetState state )
{
protected override Packet GetWorldPacketFor( NetState state ) {
Mobile mob = state.Mobile;
if ( mob != null && mob.AccessLevel >= AccessLevel.GameMaster )
state.Send( new GMItemPacket( this ) );
else
state.Send( WorldPacket );
if ( mob != null && mob.AccessLevel >= AccessLevel.GameMaster ) {
return new GMItemPacket( this );
}
if ( ObjectPropertyList.Enabled )
state.Send( OPLPacket );
return base.GetWorldPacketFor( state );
}
public override void Serialize( GenericWriter writer )

View file

@ -620,9 +620,9 @@ namespace Server.Multis
DesignState.SendDetailedInfoTo( m.NetState );
}
public override void SendInfoTo( NetState state )
public override void SendInfoTo( NetState state, bool sendOplPacket )
{
base.SendInfoTo( state );
base.SendInfoTo( state, sendOplPacket );
DesignContext context = DesignContext.Find( state.Mobile );
DesignState stateToSend;