package com.hypixel.hytale.protocol.packets.player;
import com.hypixel.hytale.protocol.Packet;
import com.hypixel.hytale.protocol.io.ValidationResult;
import io.netty.buffer.ByteBuf;
import java.util.Objects;
import javax.annotation.Nonnull;
public class ClientReady implements Packet {
public static final int PACKET_ID = 105;
public static final boolean IS_COMPRESSED = false;
public static final int NULLABLE_BIT_FIELD_SIZE = 0;
public static final int FIXED_BLOCK_SIZE = 2;
public static final int VARIABLE_FIELD_COUNT = 0;
public static final int VARIABLE_BLOCK_START = 2;
public static final int MAX_SIZE = 2;
public boolean readyForChunks;
public boolean readyForGameplay;
public int getId() {
return 105;
}
public ClientReady() {
}
public ClientReady(boolean readyForChunks, boolean readyForGameplay) {
this.readyForChunks = readyForChunks;
this.readyForGameplay = readyForGameplay;
}
public ClientReady(@Nonnull ClientReady other) {
this.readyForChunks = other.readyForChunks;
this.readyForGameplay = other.readyForGameplay;
}
@Nonnull
public static ClientReady deserialize(@Nonnull ByteBuf buf, int offset) {
ClientReady obj = new ClientReady();
obj.readyForChunks = buf.getByte(offset + 0) != 0;
obj.readyForGameplay = buf.getByte(offset + 1) != 0;
return obj;
}
public static int computeBytesConsumed(@Nonnull ByteBuf buf, int offset) {
return 2;
}
public void serialize(@Nonnull ByteBuf buf) {
buf.writeByte(this.readyForChunks ? 1 : 0);
buf.writeByte(this.readyForGameplay ? 1 : 0);
}
public int computeSize() {
return 2;
}
public static ValidationResult validateStructure(@Nonnull ByteBuf buffer, int offset) {
return buffer.readableBytes() - offset < 2 ? ValidationResult.error("Buffer too small: expected at least 2 bytes") : ValidationResult.OK;
}
public ClientReady clone() {
ClientReady copy = new ClientReady();
copy.readyForChunks = this.readyForChunks;
copy.readyForGameplay = this.readyForGameplay;
return copy;
}
public boolean equals(Object obj) {
if (this == obj) {
return true;
} else if (!(obj instanceof ClientReady)) {
return false;
} else {
ClientReady other = (ClientReady)obj;
return this.readyForChunks == other.readyForChunks && this.readyForGameplay == other.readyForGameplay;
}
}
public int hashCode() {
return Objects.hash(new Object[]{this.readyForChunks, this.readyForGameplay});
}
}