* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
175 lines
5.6 KiB
C#
175 lines
5.6 KiB
C#
using Server.Buffers;
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using Server.Network;
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namespace Server.Engines.PartySystem
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{
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public static class PartyPackets
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{
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public static void SendPartyEmptyList(NetState ns, Mobile m)
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{
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if (ns == null)
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return;
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SpanWriter writer = new SpanWriter(stackalloc byte[11]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((short)11); // Dynamic Length
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writer.Write((short)0x06);
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writer.Write((byte)0x02);
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writer.Position++; // Writer(0); // Number of members
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writer.Write(m.Serial);
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ns.Send(writer.Span);
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}
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public static void SendPartyMemberList(NetState ns, Party p)
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{
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if (ns == null)
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return;
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ushort length = (ushort)(7 + p.Count * 4);
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write(length); // Dynamic Length
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writer.Write((short)0x06);
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writer.Write((byte)0x01);
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writer.Write((byte)p.Count);
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for (int i = 0; i < p.Count; ++i)
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writer.Write(p[i].Mobile.Serial);
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ns.Send(writer.Span);
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}
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public static void SendPartyRemoveMember(NetState ns, Mobile removed, Party p)
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{
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if (ns == null)
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return;
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ushort length = (ushort)(11 + p.Count * 4);
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write(length); // Dynamic Length
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writer.Write((short)0x06);
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writer.Write((byte)0x02);
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writer.Write((byte)p.Count);
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writer.Write(removed.Serial);
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for (int i = 0; i < p.Count; ++i)
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writer.Write(p[i].Mobile.Serial);
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ns.Send(writer.Span);
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}
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public static void SendPartyRemoveMemberToAll(Mobile removed, Party p)
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{
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for (int i = 0; i < p.Members.Count; i++)
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SendPartyRemoveMember(p[i].Mobile.NetState, removed, p);
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}
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public static void SendPartyTextMessage(NetState ns, bool toAll, Mobile from, string text)
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{
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if (ns == null)
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return;
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ushort length = (ushort)(12 + text.Length * 2);
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write(length); // Dynamic Length
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writer.Write((short)0x06);
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writer.Write((byte)(toAll ? 0x04 : 0x03));
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writer.Write(from.Serial);
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writer.WriteBigUniNull(text);
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ns.Send(writer.Span);
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}
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public static void SendPartyTextMessageToAll(Party p, bool toAll, Mobile from, string text)
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{
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for (int i = 0; i < p.Members.Count; ++i)
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SendPartyTextMessage(p.Members[i].Mobile.NetState, toAll, from, text);
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}
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public static void SendPartyInvitation(NetState ns, Mobile leader)
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{
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if (ns == null)
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return;
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SpanWriter writer = new SpanWriter(stackalloc byte[10]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((short)10); // Dynamic Length
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writer.Write((short)0x06);
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writer.Write((byte)0x07);
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writer.Write(leader.Serial);
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ns.Send(writer.Span);
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}
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public static void SendPartyMessageLocalizedToAll(Party p, Serial serial, int graphic, MessageType type, int hue, int font, int number, string name = "",
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string args = "")
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{
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for (int i = 0; i < p.Members.Count; ++i)
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Packets.SendMessageLocalized(p.Members[i].Mobile.NetState, serial, graphic, type, hue, font, number, name, args);
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for (int i = 0; i < p.Listeners.Count; ++i)
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{
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Mobile mob = p.Listeners[i];
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if (mob.Party != p)
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Packets.SendMessageLocalized(mob.NetState, serial, graphic, type, hue, font, number, name, args);
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}
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}
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public static void SendPartyMessageLocalizedAffixToAll(Party p, Serial serial, int graphic, MessageType type, int hue, int font, int number,
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string name = "", AffixType affixType = AffixType.System, string affix = "", string args = "")
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{
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for (int i = 0; i < p.Members.Count; ++i)
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Packets.SendMessageLocalizedAffix(p.Members[i].Mobile.NetState, serial, graphic, type, hue, font, number, name, affixType, affix, args);
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for (int i = 0; i < p.Listeners.Count; ++i)
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{
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Mobile mob = p.Listeners[i];
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if (mob.Party != p)
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Packets.SendMessageLocalizedAffix(mob.NetState, serial, graphic, type, hue, font, number, name, affixType, affix, args);
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}
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}
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public static void SendPartyUnicodeMessageToAll(Party p, Serial serial, int graphic, MessageType type, int hue, int font, string lang, string name,
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string text)
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{
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for (int i = 0; i < p.Members.Count; ++i)
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Packets.SendUnicodeMessage(p.Members[i].Mobile.NetState, serial, graphic, type, hue, font, lang, name, text);
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for (int i = 0; i < p.Listeners.Count; ++i)
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{
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Mobile mob = p.Listeners[i];
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if (mob.Party != p)
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Packets.SendUnicodeMessage(p.Members[i].Mobile.NetState, serial, graphic, type, hue, font, lang, name, text);
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}
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}
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public static void SendPartyAsciiMessageToAll(Party p, Serial serial, int graphic, MessageType type, int hue, int font, string name, string text)
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{
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for (int i = 0; i < p.Members.Count; ++i)
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Packets.SendAsciiMessage(p.Members[i].Mobile.NetState, serial, graphic, type, hue, font, name, text);
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for (int i = 0; i < p.Listeners.Count; ++i)
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{
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Mobile mob = p.Listeners[i];
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if (mob.Party != p)
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Packets.SendAsciiMessage(p.Members[i].Mobile.NetState, serial, graphic, type, hue, font, name, text);
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}
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}
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}
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}
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