@Override public void execute(GameEngine context) { /* * If the map region changed send the new one. We do this immediately as * the client can begin loading it before the actual packet is received. */ if (player.isMapRegionChanging()) { player.getActionSender().sendMapRegion(); } /* * The update block packet holds update blocks and is send after the * main packet. */ final PacketBuilder updateBlock = new PacketBuilder(); /* * The main packet is written in bits instead of bytes and holds * information about the local list, players to add and remove, movement * and which updates are required. */ final PacketBuilder updatePacket = new PacketBuilder(216, Packet.Type.VARIABLE_SHORT); updatePacket.startBitAccess(); /* * Updates this player. */ updateThisPlayerMovement(updatePacket); updatePlayer(updateBlock, player, false); /* * Write the current size of the player list. */ updatePacket.putBits(8, player.getLocalPlayers().size()); /* * Iterate through the local player list. */ for (final Iterator<Player> it$ = player.getLocalPlayers().iterator(); it$.hasNext(); ) { /* * Get the next player. */ final Player otherPlayer = it$.next(); /* * If the player should still be in our list. */ if (World.getWorld().getPlayers().contains(otherPlayer) && !otherPlayer.isTeleporting() && otherPlayer.getLocation().isWithinDistance(player.getLocation(), 16)) { /* * Update the movement. */ updatePlayerMovement(updatePacket, otherPlayer); /* * Check if an update is required, and if so, send the update. */ if (otherPlayer.getUpdateFlags().isUpdateRequired()) { updatePlayer(updateBlock, otherPlayer, false); } } else { /* * Otherwise, remove the player from the list. */ it$.remove(); /* * Tell the client to remove the player from the list. */ updatePacket.putBits(1, 1); updatePacket.putBits(2, 3); } } /* * Loop through every player. */ for (final Player otherPlayer : World.getWorld().getRegionManager().getLocalPlayers(player)) { /* * Check if there is room left in the local list. */ if (player.getLocalPlayers().size() >= 255) { /* * There is no more room left in the local list. We cannot add * more players, so we just ignore the extra ones. They will be * added as other players get removed. */ break; } /* * If they should not be added ignore them. */ if (otherPlayer == player || player.getLocalPlayers().contains(otherPlayer)) { continue; } /* * Add the player to the local list if it is within distance. */ player.getLocalPlayers().add(otherPlayer); /* * Add the player in the packet. */ addNewPlayer(updatePacket, otherPlayer); /* * Update the player, forcing the appearance flag. */ updatePlayer(updateBlock, otherPlayer, true); } /* * Check if the update block is not empty. */ if (!updateBlock.isEmpty()) { /* * Write a magic id indicating an update block follows. */ updatePacket.putBits(11, 2047); updatePacket.finishBitAccess(); /* * Add the update block at the end of this packet. */ updatePacket.put(updateBlock.toPacket().getPayload()); } else { /* * Terminate the packet normally. */ updatePacket.finishBitAccess(); } /* * Write the packet. */ player.write(updatePacket.toPacket()); }