## Summary Removes the per-tick allocation in the movement throttle, fixes tick-count wrap-around bugs in the throttle and RTT probe state, and trims per-connection allocations and dead fields in `NetState`. ## Movement throttle - **No more per-tick `List<NetState>` snapshot.** `ProcessAllQueues()` iterates the `HashSet` directly and removes drained or disconnected states in place. `HashSet<T>.Remove` does not invalidate enumerators on .NET Core 3.0+ (verified on 10.0.11); only inserting a *new* member does, and the only `Add` is in the packet handler, which never nests with `Slice()`. The eager `Remove` calls in `RejectAndReset`, `ClearQueue`, and `ProcessMovementQueue` are gone; membership is reconciled once per tick from `_hasQueuedMovements`. - **Debug logging** is now gated solely by the per-connection `NetState.MovementLogging` flag. The global `movementThrottle.debugLogging` setting is removed. - **New settings**: `movementThrottle.maxRttBonus`, `movementThrottle.maxChainGap`, and `movementThrottle.speedHackNotificationCooldown` were fields with no config binding. ## Tick-count wrap-around All comparisons are now in subtraction form and no tick field uses zero as a sentinel: - `now < _nextMovementTime` in the queue drain loop → `now - _nextMovementTime < 0`. - `_lastMovementRecordTime > 0`, `_lastSpeedHackNotification`, `_rttProbeTime > 0`, and `_nextRttProbe == 0` sentinels replaced with `_hasMovementRecord`, `_speedHackNotified`, `_rttProbePending`, and a seeded `_nextRttProbe`. - `_lastQueueDepthCheck` and `_movementWindowStart` are seeded from `Core.TickCount` at construction and on reset instead of zero. User-visible effects of the old code: on hosts with pass-through counters (GCP) movement history never recorded and speed hack detection was silently off; on every host, staff speed hack notifications were suppressed until `Core.TickCount` exceeded the five-minute cooldown. ## NetState - `Instances` returns `HashSet<NetState>` again so engine-internal `foreach` uses the struct enumerator instead of boxing through `IReadOnlySet<T>`. - Removed `_sustainedQueueDepth` (declared and zeroed since #2266, never read), `_lastRtt` (now derived as `LastRtt` from the newest history slot), and `_rttProbeTimestampHiRes` (only fed one debug log line). 20 bytes per connection. - `HuePickers`, `Menus`, and `Trades` are lazily created instead of allocating three lists per connection, including every login-server connection that dies on shard select. `Trades` is released when it empties. All helpers and the `HuePickerResponse` / `MenuResponse` handlers are null-tolerant; the trade cancel loops keep their `i < Count` guards because `SecureTrade.Cancel()` runs virtual item hooks that can re-enter the same list. ## Testing - `dotnet build -c Release` clean. - All MovementThrottle tests pass (27), plus the Trade / Menu / HuePicker / NetState tests (32).
506 lines
14 KiB
C#
506 lines
14 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: IncomingPlayerPackets.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Buffers;
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using CommunityToolkit.HighPerformance;
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using Server.Engines.Help;
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using Server.Engines.MLQuests;
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using Server.Engines.Virtues;
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using Server.Guilds;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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namespace Server.Network;
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public static class IncomingPlayerPackets
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{
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public static unsafe void Configure()
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{
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IncomingPackets.Register(0x01, 5, false, &Disconnect);
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IncomingPackets.Register(0x05, 5, true, &AttackReq);
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IncomingPackets.Register(0x12, 0, true, &TextCommand);
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IncomingPackets.Register(0x22, 3, true, &Resynchronize);
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IncomingPackets.Register(0x2C, 2, true, &DeathStatusResponse);
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IncomingPackets.Register(0x34, 10, true, &MobileQuery);
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IncomingPackets.Register(0x3A, 0, true, &ChangeSkillLock);
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IncomingPackets.Register(0x72, 5, true, &SetWarMode);
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IncomingPackets.Register(0x73, 2, false, &PingReq);
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IncomingPackets.Register(0x7D, 13, true, &MenuResponse);
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IncomingPackets.Register(0x95, 9, true, &HuePickerResponse);
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IncomingPackets.Register(0x9A, 0, true, &AsciiPromptResponse);
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IncomingPackets.Register(0x9B, 258, true, &HelpRequest);
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IncomingPackets.Register(0xA4, 149, false, &SystemInfo);
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IncomingPackets.Register(0xA7, 4, true, &RequestScrollWindow);
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IncomingPackets.Register(0xC2, 0, true, &UnicodePromptResponse);
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IncomingPackets.Register(0xC8, 2, true, &SetUpdateRange);
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IncomingPackets.Register(0xD0, 0, true, &ConfigurationFile);
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IncomingPackets.Register(0xD1, 2, true, &LogoutReq);
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IncomingPackets.Register(0xD7, 0, true, &EncodedCommand);
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IncomingPackets.Register(0xF4, 0, false, &CrashReport);
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IncomingPackets.RegisterEncoded(0x28, true, &GuildGumpRequest);
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IncomingPackets.RegisterEncoded(0x32, true, &QuestGumpRequest);
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}
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public static void DeathStatusResponse(NetState state, SpanReader reader)
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{
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// Ignored
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}
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public static void RequestScrollWindow(NetState state, SpanReader reader)
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{
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int lastTip = reader.ReadInt16();
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int type = reader.ReadByte();
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}
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public static void AttackReq(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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var m = World.FindMobile((Serial)reader.ReadUInt32());
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if (m != null)
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{
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from.Attack(m);
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}
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}
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public static void HuePickerResponse(NetState state, SpanReader reader)
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{
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var serial = reader.ReadUInt32();
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reader.ReadInt16(); // Item ID
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var hue = Utility.ClipDyedHue(reader.ReadInt16() & 0x3FFF);
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if (state.HuePickers == null)
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{
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return;
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}
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for (var i = 0; i < state.HuePickers.Count; i++)
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{
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var huePicker = state.HuePickers[i];
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if (huePicker.Serial == serial)
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{
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state.RemoveHuePicker(huePicker);
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huePicker.OnResponse(hue);
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break;
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}
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}
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}
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public static void SystemInfo(NetState state, SpanReader reader)
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{
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int v1 = reader.ReadByte();
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int v2 = reader.ReadUInt16();
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int v3 = reader.ReadByte();
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var s1 = reader.ReadAscii(32);
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var s2 = reader.ReadAscii(32);
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var s3 = reader.ReadAscii(32);
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var s4 = reader.ReadAscii(32);
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int v4 = reader.ReadUInt16();
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int v5 = reader.ReadUInt16();
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var v6 = reader.ReadInt32();
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var v7 = reader.ReadInt32();
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var v8 = reader.ReadInt32();
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}
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public static void TextCommand(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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int type = reader.ReadByte();
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var command = reader.ReadAscii();
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switch (type)
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{
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case 0xC7: // Animate
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{
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Animations.AnimateRequest(from, command);
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break;
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}
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case 0x24: // Use skill
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{
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var tokenizer = command.Tokenize(' ');
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if (!tokenizer.MoveNext() || !int.TryParse(tokenizer.Current, out var skillIndex))
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{
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break;
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}
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Skills.UseSkill(from, skillIndex);
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break;
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}
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case 0x43: // Open spellbook
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{
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if (!int.TryParse(command, out var booktype))
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{
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booktype = 1;
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}
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Spellbook.OpenSpellbookRequest(from, booktype);
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break;
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}
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case 0x27: // Cast spell from book
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{
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var tokenizer = command.Tokenize(' ');
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var spellID = (tokenizer.MoveNext() ? Utility.ToInt32(tokenizer.Current) : 0) - 1;
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var serial = tokenizer.MoveNext() ? (Serial)Utility.ToUInt32(tokenizer.Current) : Serial.MinusOne;
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Spellbook.CastSpellRequest(from, spellID, World.FindItem(serial));
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break;
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}
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case 0x58: // Open door
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{
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BaseDoor.OpenDoorMacroUsed(from);
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break;
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}
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case 0x56: // Cast spell from macro
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{
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var spellID = Utility.ToInt32(command) - 1;
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Spellbook.CastSpellRequest(from, spellID, null);
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break;
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}
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case 0xF4: // Invoke virtues from macro
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{
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var virtueID = Utility.ToInt32(command) - 1;
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VirtueGump.RequestVirtueMacro((PlayerMobile)from, virtueID);
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break;
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}
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case 0x2F: // Old scroll double click
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{
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/*
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* This command is still sent for items 0xEF3 - 0xEF9
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*
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* Command is one of three, depending on the item ID of the scroll:
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* - [scroll serial]
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* - [scroll serial] [target serial]
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* - [scroll serial] [x] [y] [z]
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*/
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break;
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}
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default:
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{
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state.LogInfo($"Unknown text-command type 0x{state:X2}: {type} ({command})");
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break;
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}
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}
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}
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public static void AsciiPromptResponse(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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var serial = reader.ReadUInt32();
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var prompt = reader.ReadInt32();
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var type = reader.ReadInt32();
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var text = reader.ReadLatin1Safe();
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if (text.Length > 128)
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{
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return;
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}
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var p = from.Prompt;
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if (p?.Serial == serial && p.Serial == prompt)
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{
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from.Prompt = null;
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if (type == 0)
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{
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p.OnCancel(from);
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}
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else
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{
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p.OnResponse(from, text);
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}
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}
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}
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public static void UnicodePromptResponse(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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var serial = reader.ReadUInt32();
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var prompt = reader.ReadInt32();
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var type = reader.ReadInt32();
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var lang = reader.ReadAscii(4);
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var text = reader.ReadLittleUniSafe();
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if (text.Length > 128)
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{
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return;
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}
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var p = from.Prompt;
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if (p?.Serial == serial && p.Serial == prompt)
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{
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from.Prompt = null;
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if (type == 0)
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{
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p.OnCancel(from);
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}
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else
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{
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p.OnResponse(from, text);
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}
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}
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}
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public static void MenuResponse(NetState state, SpanReader reader)
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{
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var serial = reader.ReadUInt32();
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reader.ReadInt16(); // menu id
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int index = reader.ReadInt16();
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reader.ReadInt16(); // item id
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reader.ReadInt16(); // hue
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index -= 1; // convert from 1-based to 0-based
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if (state.Menus == null)
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{
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return;
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}
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for (var i = 0; i < state.Menus.Count; i++)
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{
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var menu = state.Menus[i];
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if ((uint)menu.Serial != serial)
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{
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continue;
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}
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state.RemoveMenu(menu);
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if (index >= 0 && index < menu.EntryLength)
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{
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menu.OnResponse(state, index);
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}
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else
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{
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menu.OnCancel(state);
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}
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break;
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}
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}
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public static void Disconnect(NetState state, SpanReader reader)
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{
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var minusOne = reader.ReadInt32();
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}
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public static void ConfigurationFile(NetState state, SpanReader reader)
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{
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}
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public static void LogoutReq(NetState state, SpanReader reader)
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{
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state.SendLogoutAck();
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}
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public static void ChangeSkillLock(NetState state, SpanReader reader)
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{
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var s = state.Mobile.Skills[reader.ReadInt16()];
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s?.SetLockNoRelay((SkillLock)reader.ReadByte());
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}
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public static void HelpRequest(NetState state, SpanReader reader)
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{
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HelpGump.HelpRequest(state.Mobile);
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}
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public static void SetWarMode(NetState state, SpanReader reader)
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{
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state.Mobile?.DelayChangeWarmode(reader.ReadBoolean());
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}
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// TODO: Throttle/make this more safe
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public static void Resynchronize(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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state.SendMobileUpdate(from);
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state.SendMobileIncoming(from, from);
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from.SendEverything();
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state.ResetMovementState();
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}
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public static void PingReq(NetState state, SpanReader reader)
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{
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state.SendPingAck(reader.ReadByte());
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}
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public static void SetUpdateRange(NetState state, SpanReader reader)
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{
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state.SendChangeUpdateRange(18);
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}
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public static void MobileQuery(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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reader.ReadInt32(); // 0xEDEDEDED
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int type = reader.ReadByte();
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var m = World.FindMobile((Serial)reader.ReadUInt32());
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if (m == null)
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{
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return;
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}
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switch (type)
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{
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case 0x04: // Stats
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{
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m.OnStatsQuery(from);
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break;
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}
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case 0x05:
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{
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m.OnSkillsQuery(from);
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break;
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}
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default:
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{
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state.Trace(reader.Buffer);
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break;
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}
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}
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}
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public static void CrashReport(NetState state, SpanReader reader)
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{
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var clientMaj = reader.ReadByte();
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var clientMin = reader.ReadByte();
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var clientRev = reader.ReadByte();
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var clientPat = reader.ReadByte();
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var x = reader.ReadUInt16();
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var y = reader.ReadUInt16();
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var z = reader.ReadSByte();
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var map = reader.ReadByte();
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var account = reader.ReadAscii(32);
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var character = reader.ReadAscii(32);
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var ip = reader.ReadAscii(15);
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var unk1 = reader.ReadInt32();
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var exception = reader.ReadInt32();
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var process = reader.ReadAscii(100);
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var report = reader.ReadAscii(100);
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reader.ReadByte(); // 0x00
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var offset = reader.ReadInt32();
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int count = reader.ReadByte();
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for (var i = 0; i < count; i++)
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{
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var address = reader.ReadInt32();
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}
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}
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public static void GuildGumpRequest(NetState state, IEntity e, EncodedReader reader)
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{
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Guild.GuildGumpRequest(state.Mobile);
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}
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public static void QuestGumpRequest(NetState state, IEntity e, EncodedReader reader)
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{
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MLQuestSystem.QuestGumpRequest(state.Mobile);
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}
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public static unsafe void EncodedCommand(NetState state, SpanReader reader)
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{
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var e = World.FindEntity((Serial)reader.ReadUInt32());
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int packetId = reader.ReadUInt16();
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// We will add support if this is ever a real thing.
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if (packetId > 0xFF)
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{
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var reason = $"Sent unsupported encoded packet (0xD7x{packetId:X4}";
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state.LogInfo(reason);
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state.Disconnect(reason);
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}
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var ph = IncomingPackets.GetEncodedHandler(packetId);
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if (ph == null)
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{
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state.Trace(reader.Buffer);
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return;
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}
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if (ph.Ingame && state.Mobile == null)
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{
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var reason = $"Sent in-game packet (0xD7x{packetId:X4}) before being attached to a mobile.";
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state.LogInfo(reason);
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state.Disconnect(reason);
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}
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else if (ph.Ingame && state.Mobile.Deleted)
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{
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state.Disconnect($"Sent in-game packet(0xD7x{packetId:X4}) but mobile is deleted.");
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}
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else
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{
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ph.OnReceive(state, e, new EncodedReader(reader));
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}
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}
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}
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