/************************************************************************* * ModernUO * * Copyright (C) 2019-2021 - ModernUO Development Team * * Email: hi@modernuo.com * * File: BoatPackets.cs * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation, either version 3 of the License, or * * (at your option) any later version. * * * * You should have received a copy of the GNU General Public License * * along with this program. If not, see . * *************************************************************************/ using System; using System.Buffers; using System.IO; using Server.Network; namespace Server.Multis.Boats { public static class BoatPackets { public static void SendMoveBoatHS(this NetState ns, Mobile beholder, BaseBoat boat, Direction d, int speed, BaseBoat.MovingEntitiesEnumerable ents, int xOffset, int yOffset) { if (ns?.HighSeas != true) { return; } var minLength = 68; // 18 + 5 * 10 var writer = new SpanWriter(stackalloc byte[minLength], true); writer.Write((byte)0xF6); // Packet ID writer.Seek(2, SeekOrigin.Current); writer.Write(boat.Serial); writer.Write((byte)speed); writer.Write((byte)d); writer.Write((byte)boat.Facing); writer.Write((short)(boat.X + xOffset)); writer.Write((short)(boat.Y + yOffset)); writer.Write((short)boat.Z); writer.Seek(2, SeekOrigin.Current); // count var count = 0; foreach (var ent in ents) { // If we assume that the entities list contains everything a player can see, // then this can be removed and the packet can be written once and copied to improve performance if (!beholder.CanSee(ent)) { continue; } writer.Write(ent.Serial); writer.Write((short)(ent.X + xOffset)); writer.Write((short)(ent.Y + yOffset)); writer.Write((short)ent.Z); ++count; } writer.Seek(16, SeekOrigin.Begin); writer.Write((short)count); writer.WritePacketLength(); ns.Send(writer.Span); } public static void SendDisplayBoatHS(this NetState ns, Mobile beholder, BaseBoat boat) { if (ns?.HighSeas != true) { return; } var minLength = PacketContainerBuilder.MinPacketLength + OutgoingEntityPackets.MaxWorldEntityPacketLength * 5; // Minimum of boat, hold, planks, and the player using var builder = new PacketContainerBuilder(stackalloc byte[minLength]); Span buffer = builder.GetSpan(OutgoingEntityPackets.MaxWorldEntityPacketLength); foreach (var entity in boat.GetMovingEntities(true)) { if (!beholder.CanSee(entity)) { continue; } buffer.InitializePacket(); var bytesWritten = OutgoingEntityPackets.CreateWorldEntity(buffer, entity, true); builder.Advance(bytesWritten); } ns.Send(builder.Finalize()); } } }