using System; using Server.Network; namespace Server.Misc { public static class ProtocolExtensions { private static readonly PacketHandler[] m_Handlers = new PacketHandler[0x100]; public static void Initialize() { PacketHandlers.Register(0xF0, 0, false, DecodeBundledPacket); } public static void Register(int packetID, bool ingame, OnPacketReceive onReceive) { m_Handlers[packetID] = new PacketHandler(packetID, 0, ingame, onReceive); } public static PacketHandler GetHandler(int packetID) => packetID >= 0 && packetID < m_Handlers.Length ? m_Handlers[packetID] : null; public static void DecodeBundledPacket(NetState state, PacketReader pvSrc) { int packetID = pvSrc.ReadByte(); PacketHandler ph = GetHandler(packetID); if (ph == null) return; if (ph.Ingame) { if (state.Mobile == null) { Console.WriteLine( "Client: {0}: Sent ingame packet (0xF0x{1:X2}) before having been attached to a mobile", state, packetID); state.Dispose(); return; } if (state.Mobile.Deleted) { state.Dispose(); return; } } ph.OnReceive(state, pvSrc); } } }