DarkflameServer/dGame/dGameMessages/PropertySelectQueryProperty.cpp

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#include "PropertySelectQueryProperty.h"
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#include <iostream>
void PropertySelectQueryProperty::Serialize(RakNet::BitStream& stream) const
{
stream.Write(CloneId);
const auto& owner = GeneralUtils::ASCIIToUTF16(OwnerName);
stream.Write(uint32_t(owner.size()));
for (uint32_t i = 0; i < owner.size(); ++i) {
stream.Write(static_cast<uint16_t>(owner[i]));
}
const auto& name = GeneralUtils::ASCIIToUTF16(Name);
stream.Write(uint32_t(name.size()));
for (uint32_t i = 0; i < name.size(); ++i) {
stream.Write(static_cast<uint16_t>(name[i]));
}
const auto& description = GeneralUtils::ASCIIToUTF16(Description);
stream.Write(uint32_t(description.size()));
for (uint32_t i = 0; i < description.size(); ++i) {
stream.Write(static_cast<uint16_t>(description[i]));
}
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stream.Write(Reputation);
stream.Write(IsBestFriend);
stream.Write(IsFriend);
stream.Write(IsModeratorApproved);
stream.Write(IsAlt);
stream.Write(IsOwned);
stream.Write(AccessType);
stream.Write(DateLastPublished);
stream.Write(PerformanceIndex);
stream.Write(PerformanceCost);
}
void PropertySelectQueryProperty::Deserialize(RakNet::BitStream& stream) const
{
// Do we need this?
}