## Summary - Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase - Adds specialized, optimized string decoding methods with safe string filtering for each encoding type - Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since the UO client renders nothing for these characters - Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes ## Changes TextEncoding.cs - Added SearchValues-based invalid byte/char detection for efficient filtering - Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni, GetStringLittleUni - Each method supports a safeString parameter for filtering invalid characters - Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems - Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them SpanReader.cs - Added ReadLatin1() and ReadLatin1Safe() methods - Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods - Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1 SpanWriter.cs - Added WriteLatin1 and WriteLatin1Null methods ## Packet Updates - Updated all packet code to use Latin1 encoding instead of CP1252 - Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure trade packets, vendor packets, gump packets, book packets, mahjong packets ## Filtering Behavior Invalid characters filtered in safe mode: ``` ┌───────────────┬────────────────────────┐ │ Range │ Description │ ├───────────────┼────────────────────────┤ │ 0x00-0x1F │ C0 control codes │ ├───────────────┼────────────────────────┤ │ 0x7F │ DEL │ ├───────────────┼────────────────────────┤ │ 0x80-0x9F │ C1 control codes │ ├───────────────┼────────────────────────┤ │ 0xFFFE-0xFFFF │ Unicode non-characters │ └───────────────┴────────────────────────┘ ``` Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired vs unpaired surrogates. The UO client renders nothing for these anyway. ## Test Plan - All 631 Server.Tests pass - Verified client rendering behavior using TestUnicodeGump command (pages 1-5) - Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client - Verified Latin1 characters (0xA0-0xFF) display correctly - Verified C1 control codes (0x80-0x9F) are filtered and don't display
493 lines
14 KiB
C#
493 lines
14 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - 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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foreach (var huePicker in state.HuePickers)
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{
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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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int menuID = reader.ReadInt16(); // unused in our implementation
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int index = reader.ReadInt16();
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int itemID = reader.ReadInt16();
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int hue = reader.ReadInt16();
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index -= 1; // convert from 1-based to 0-based
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foreach (var menu in state.Menus)
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{
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if (menu.Serial == serial)
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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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}
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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.Sequence = 0;
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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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