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<?php declare(strict_types=1); |
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namespace Smr\Pages\Admin\UniGen; |
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use Smr\Database; |
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use Smr\Page\AccountPageProcessor; |
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use Smr\Request; |
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use SmrAccount; |
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use SmrGalaxy; |
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use SmrGame; |
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use SmrLocation; |
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use SmrPlanet; |
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use SmrPort; |
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use SmrSector; |
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class EditGalaxiesProcessor extends AccountPageProcessor { |
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public function __construct( |
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private readonly int $gameID, |
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private readonly int $galaxyID |
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) {} |
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public function build(SmrAccount $account): never { |
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$db = Database::getInstance(); |
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$gameID = $this->gameID; |
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$game = SmrGame::getGame($gameID); |
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$galaxies = $game->getGalaxies(); |
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// Save the original sizes for later processing |
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$origGals = []; |
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foreach ($galaxies as $i => $galaxy) { |
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$origGals[$i] = [ |
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'Width' => $galaxy->getWidth(), |
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'Height' => $galaxy->getHeight(), |
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]; |
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} |
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// Modify the galaxy properties |
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foreach ($galaxies as $i => $galaxy) { |
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$galaxy->setName(Request::get('gal' . $i)); |
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$galaxy->setGalaxyType(Request::get('type' . $i)); |
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$galaxy->setMaxForceTime(IFloor(Request::getFloat('forces' . $i) * 3600)); |
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if (!$game->isEnabled()) { |
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$galaxy->setWidth(Request::getInt('width' . $i)); |
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$galaxy->setHeight(Request::getInt('height' . $i)); |
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} |
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} |
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// Early return if no galaxy dimensions are modified |
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$galaxySizesUnchanged = true; |
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foreach ($galaxies as $i => $galaxy) { |
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if ($galaxy->getWidth() != $origGals[$i]['Width'] || $galaxy->getHeight() != $origGals[$i]['Height']) { |
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$galaxySizesUnchanged = false; |
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break; |
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} |
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} |
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if ($galaxySizesUnchanged) { |
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SmrGalaxy::saveGalaxies(); |
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$message = '<span class="green">SUCCESS: </span>Edited galaxies (sizes unchanged).'; |
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$container = new EditGalaxy($this->gameID, $this->galaxyID, $message); |
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$container->go(); |
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} |
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// *** BEGIN GALAXY DIMENSION MODIFICATION! *** |
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// Warning: This changes primary keys for several tables, which needs to be |
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// done carefully. It also interacts with the caches in unexpected ways. |
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// *** BEGIN GALAXY DIMENSION MODIFICATION! *** |
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// Efficiently construct the caches before proceeding |
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// NOTE: these will be associated with the old sector IDs, so the caches |
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// will need to be cleared afterwards. |
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foreach ($galaxies as $galaxy) { |
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$galaxy->getSectors(); |
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$galaxy->getPorts(); |
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$galaxy->getLocations(); |
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$galaxy->getPlanets(); |
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} |
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// Determine the mapping from old to new sector IDs |
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$newID = 0; |
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$oldID = 0; |
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$sectorMap = []; |
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foreach ($galaxies as $i => $galaxy) { |
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$maxRows = max($galaxy->getHeight(), $origGals[$i]['Height']); |
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$maxCols = max($galaxy->getWidth(), $origGals[$i]['Width']); |
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for ($row = 0; $row < $maxRows; $row++) { |
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for ($col = 0; $col < $maxCols; $col++) { |
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$oldExists = ($row < $origGals[$i]['Height'] && $col < $origGals[$i]['Width']); |
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$newExists = ($row < $galaxy->getHeight() && $col < $galaxy->getWidth()); |
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if ($oldExists && $newExists) { |
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$oldID++; |
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$newID++; |
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$sectorMap[$newID] = $oldID; |
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} elseif ($newExists) { |
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$newID++; |
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$sectorMap[$newID] = false; |
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} elseif ($oldExists) { |
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$oldID++; |
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// Remove this sector and everything in it |
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$delSector = SmrSector::getSector($gameID, $oldID); |
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$delSector->removeAllFixtures(); |
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$db->write('DELETE FROM sector WHERE ' . $delSector->getSQL()); |
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} |
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} |
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} |
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} |
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// Save remaining old warps to re-add later, then clear all warp data. |
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// This is necessary because we will be manually modifying sector IDs. |
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$oldWarps = []; |
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foreach ($galaxies as $galaxy) { |
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foreach ($galaxy->getSectors() as $galSector) { |
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if ($galSector->hasWarp()) { |
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$oldWarps[$galSector->getSectorID()] = $galSector->getWarp(); |
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} |
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} |
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} |
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$db->write('UPDATE sector SET warp = 0 WHERE game_id = ' . $db->escapeNumber($gameID)); |
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// Many sectors will have their IDs shifted up or down, so we need to modify |
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// the primary keys for the sector table as well as planets, ports, etc. |
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// We have to do this in a loop to ensure that the new sector ID will not |
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// collide with an old sector ID that hasn't been shifted yet (because we |
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// may be both adding and removing sectors). |
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// |
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// NOTE: We have already accounted for collisions from removing sectors by |
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// deleting all fixtures from sectors that will no longer exist. |
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$needsUpdate = $sectorMap; |
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while ($needsUpdate) { |
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foreach ($needsUpdate as $newID => $oldID) { |
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// If sector is new or has the same ID, then no shifting is necessary |
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if ($oldID === false || $oldID == $newID) { |
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unset($needsUpdate[$newID]); |
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continue; |
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} |
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// If the oldID still exists, then we have to defer shifting until |
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// this destination has been vacated. |
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if (array_search($newID, $needsUpdate)) { |
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continue; |
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} |
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// Else we are ready to shift from oldID to newID |
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$oldSector = SmrSector::getSector($gameID, $oldID); |
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$SQL = 'SET sector_id = ' . $db->escapeNumber($newID) . ' WHERE ' . $oldSector->getSQL(); |
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if ($oldSector->hasPlanet()) { |
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$db->write('UPDATE planet ' . $SQL); |
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$db->write('UPDATE planet_has_building ' . $SQL); |
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$db->write('UPDATE planet_has_cargo ' . $SQL); |
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$db->write('UPDATE planet_has_weapon ' . $SQL); |
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} |
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if ($oldSector->hasPort()) { |
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$db->write('UPDATE port ' . $SQL); |
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$db->write('UPDATE port_has_goods ' . $SQL); |
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} |
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if ($oldSector->hasLocation()) { |
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$db->write('UPDATE location ' . $SQL); |
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} |
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$db->write('UPDATE sector ' . $SQL); |
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unset($needsUpdate[$newID]); |
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} |
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} |
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// Clear all the caches, since they are associated with the old IDs. |
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// NOTE: We can't re-initialize the cache here because the sectors |
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// still have the wrong galaxy ID at this point. |
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SmrSector::clearCache(); |
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SmrPort::clearCache(); |
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SmrPlanet::clearCache(); |
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SmrLocation::clearCache(); |
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// Create any new sectors that need to be made |
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foreach ($sectorMap as $newID => $oldID) { |
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if ($oldID === false) { |
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SmrSector::createSector($gameID, $newID); |
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} |
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} |
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// Finally, modify sector properties (galaxy ID, links, and warps) |
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foreach ($sectorMap as $newID => $oldID) { |
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$newSector = SmrSector::getSector($gameID, $newID); |
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// Update the galaxy ID |
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// NOTE: this must be done before SmrGalaxy::getSectors is called |
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foreach ($galaxies as $galaxy) { |
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if ($galaxy->contains($newID)) { |
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$newSector->setGalaxyID($galaxy->getGalaxyID()); |
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} |
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} |
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// Update the sector connections |
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foreach (['Up', 'Down', 'Left', 'Right'] as $dir) { |
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if ($oldID === false) { |
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// No sector walls for newly added sectors |
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$newSector->enableLink($dir); |
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} else { |
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// Toggle links twice to reset them (since this internally handles |
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// the calculation of the neighboring sector IDs). |
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$newSector->toggleLink($dir); |
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$newSector->toggleLink($dir); |
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} |
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} |
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// Update the warp |
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if ($oldID !== false && isset($oldWarps[$oldID])) { |
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$oldWarpID = $oldWarps[$oldID]; |
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$newWarpID = array_search($oldWarpID, $sectorMap); |
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$newSector->setWarp(SmrSector::getSector($gameID, $newWarpID)); |
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} |
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} |
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SmrGalaxy::saveGalaxies(); |
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SmrSector::saveSectors(); |
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$message = '<span class="green">SUCCESS: </span>Edited galaxies (sizes have changed).'; |
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$container = new EditGalaxy($this->gameID, $this->galaxyID, $message); |
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$container->go(); |
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} |
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} |
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