Changes account packets to functional (#284)
- [X] Moved packets from objects to functions - [X] Fixed bug where characters were showing up with their modded names in the character list Bumps release version
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90220feb41
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0e02cf0821
19 changed files with 866 additions and 631 deletions
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@ -2060,7 +2060,7 @@ namespace Server.Network
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if (check != null && check.Map != Map.Internal && check != m)
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{
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state.WriteConsole("Account in use");
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state.Send(new PopupMessage(PMMessage.CharInWorld));
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Packets.SendPopupMessage(state, PMMessage.CharInWorld);
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return;
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}
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}
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@ -2076,7 +2076,7 @@ namespace Server.Network
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// TODO: Make this wait one tick so we don't have to call it unnecessarily
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NetState.ProcessDisposedQueue();
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state.Send(new ClientVersionReq());
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Packets.SendClientVersionRequest(state);
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state.BlockAllPackets = true;
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@ -2096,7 +2096,7 @@ namespace Server.Network
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public static void DoLogin(NetState state, Mobile m)
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{
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state.Send(new LoginConfirm(m));
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Packets.SendLoginConfirmation(state, m);
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if (m.Map != null)
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{
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@ -2110,7 +2110,7 @@ namespace Server.Network
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state.Send(SeasonChange.Instantiate(m.GetSeason(), true));
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state.Send(SupportedFeatures.Instantiate(state));
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Packets.SendSupportedFeature(state);
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state.Sequence = 0;
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@ -2130,7 +2130,7 @@ namespace Server.Network
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m.SendEverything();
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state.Send(SupportedFeatures.Instantiate(state));
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Packets.SendSupportedFeature(state);
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state.Send(new MobileUpdate(m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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@ -2153,7 +2153,7 @@ namespace Server.Network
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m.SendEverything();
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state.Send(SupportedFeatures.Instantiate(state));
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Packets.SendSupportedFeature(state);
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state.Send(new MobileUpdate(m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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@ -2176,7 +2176,7 @@ namespace Server.Network
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m.SendEverything();
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state.Send(SupportedFeatures.Instantiate(state));
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Packets.SendSupportedFeature(state);
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state.Send(new MobileUpdateOld(m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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@ -2184,7 +2184,7 @@ namespace Server.Network
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state.Send(new MobileIncomingOld(m, m));
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}
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state.Send(LoginComplete.Instance);
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Packets.SendLoginComplete(state);
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state.Send(new CurrentTime());
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state.Send(SeasonChange.Instantiate(m.GetSeason(), true));
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if (m.Map != null)
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@ -2278,7 +2278,7 @@ namespace Server.Network
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if (check != null && check.Map != Map.Internal)
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{
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state.WriteConsole("Account in use");
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state.Send(new PopupMessage(PMMessage.CharInWorld));
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Packets.SendPopupMessage(state, PMMessage.CharInWorld);
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return;
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}
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}
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@ -2311,7 +2311,7 @@ namespace Server.Network
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race
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);
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state.Send(new ClientVersionReq());
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Packets.SendClientVersionRequest(state);
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state.BlockAllPackets = true;
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@ -2403,7 +2403,7 @@ namespace Server.Network
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if (check != null && check.Map != Map.Internal)
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{
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state.WriteConsole("Account in use");
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state.Send(new PopupMessage(PMMessage.CharInWorld));
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Packets.SendPopupMessage(state, PMMessage.CharInWorld);
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return;
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}
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}
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@ -2437,7 +2437,7 @@ namespace Server.Network
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race
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);
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state.Send(new ClientVersionReq());
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Packets.SendClientVersionRequest(state);
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state.BlockAllPackets = true;
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@ -2547,16 +2547,8 @@ namespace Server.Network
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state.CompressionEnabled = true;
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state.PacketEncoder = NetworkCompression.Compress;
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state.Send(SupportedFeatures.Instantiate(state));
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if (state.NewCharacterList)
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{
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state.Send(new CharacterList(state.Account, state.CityInfo));
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}
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else
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{
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state.Send(new CharacterListOld(state.Account, state.CityInfo));
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}
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Packets.SendSupportedFeature(state);
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Packets.SendCharacterList(state);
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}
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else
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{
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@ -2578,10 +2570,10 @@ namespace Server.Network
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{
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var si = info[index];
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state.m_AuthID = PlayServerAck.m_AuthID = GenerateAuthID(state);
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state.m_AuthID = GenerateAuthID(state);
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state.SentFirstPacket = false;
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state.Send(new PlayServerAck(si));
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Packets.SendPlayServerAck(state, si, state.m_AuthID);
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}
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}
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@ -2679,17 +2671,14 @@ namespace Server.Network
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}
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else
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{
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var info = e.Servers.ToArray();
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state.ServerInfo = info;
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state.Send(new AccountLoginAck(info));
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state.ServerInfo = e.Servers.ToArray();
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Packets.SendAccountLoginAck(state);
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}
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}
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public static void AccountLogin_ReplyRej(NetState state, ALRReason reason)
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{
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state.Send(new AccountLoginRej(reason));
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Packets.SendAccountLoginRejected(state, reason);
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state.Dispose();
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}
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