* 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
228 lines
6.3 KiB
C#
228 lines
6.3 KiB
C#
using Server.Network;
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namespace Server.Engines.Mahjong
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{
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public delegate void OnMahjongPacketReceive(MahjongGame game, NetState state, PacketReader pvSrc);
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public sealed class MahjongPacketHandlers
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{
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private static readonly OnMahjongPacketReceive[] m_SubCommandDelegates = new OnMahjongPacketReceive[0x100];
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public static void RegisterSubCommand(int subCmd, OnMahjongPacketReceive onReceive)
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{
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m_SubCommandDelegates[subCmd] = onReceive;
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}
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public static OnMahjongPacketReceive GetSubCommandDelegate(int cmd)
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{
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if (cmd >= 0 && cmd < 0x100) return m_SubCommandDelegates[cmd];
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return null;
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}
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public static void Initialize()
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{
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PacketHandlers.Register(0xDA, 0, true, OnPacket);
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RegisterSubCommand(0x6, ExitGame);
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RegisterSubCommand(0xA, GivePoints);
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RegisterSubCommand(0xB, RollDice);
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RegisterSubCommand(0xC, BuildWalls);
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RegisterSubCommand(0xD, ResetScores);
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RegisterSubCommand(0xF, AssignDealer);
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RegisterSubCommand(0x10, OpenSeat);
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RegisterSubCommand(0x11, ChangeOption);
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RegisterSubCommand(0x15, MoveWallBreakIndicator);
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RegisterSubCommand(0x16, TogglePublicHand);
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RegisterSubCommand(0x17, MoveTile);
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RegisterSubCommand(0x18, MoveDealerIndicator);
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}
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public static void OnPacket(NetState state, PacketReader pvSrc)
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{
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MahjongGame game = World.FindItem(pvSrc.ReadUInt32()) as MahjongGame;
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game?.Players.CheckPlayers();
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pvSrc.ReadByte();
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int cmd = pvSrc.ReadByte();
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OnMahjongPacketReceive onReceive = GetSubCommandDelegate(cmd);
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if (onReceive != null)
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onReceive(game, state, pvSrc);
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else
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pvSrc.Trace(state);
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}
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private static MahjongPieceDirection GetDirection(int value)
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{
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return value switch
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{
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0 => MahjongPieceDirection.Up,
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1 => MahjongPieceDirection.Left,
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2 => MahjongPieceDirection.Down,
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_ => MahjongPieceDirection.Right
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};
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}
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private static MahjongWind GetWind(int value)
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{
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return value switch
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{
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0 => MahjongWind.North,
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1 => MahjongWind.East,
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2 => MahjongWind.South,
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_ => MahjongWind.West
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};
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}
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public static void ExitGame(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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game?.Players.LeaveGame(state.Mobile);
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}
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public static void GivePoints(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGamePlayer(state.Mobile) != true)
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return;
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int to = pvSrc.ReadByte();
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int amount = pvSrc.ReadInt32();
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game.Players.TransferScore(state.Mobile, to, amount);
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}
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public static void RollDice(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGamePlayer(state.Mobile) != true)
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return;
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game.Dices.RollDices(state.Mobile);
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}
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public static void BuildWalls(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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game.ResetWalls(state.Mobile);
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}
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public static void ResetScores(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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game.Players.ResetScores(MahjongGame.BaseScore);
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}
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public static void AssignDealer(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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int position = pvSrc.ReadByte();
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game.Players.AssignDealer(position);
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}
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public static void OpenSeat(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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int position = pvSrc.ReadByte();
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if (game.Players.GetPlayer(position) == state.Mobile)
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return;
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game.Players.OpenSeat(position);
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}
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public static void ChangeOption(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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pvSrc.ReadInt16();
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pvSrc.ReadByte();
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int options = pvSrc.ReadByte();
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game.ShowScores = (options & 0x1) != 0;
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game.SpectatorVision = (options & 0x2) != 0;
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}
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public static void MoveWallBreakIndicator(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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int y = pvSrc.ReadInt16();
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int x = pvSrc.ReadInt16();
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game.WallBreakIndicator.Move(new Point2D(x, y));
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}
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public static void TogglePublicHand(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGamePlayer(state.Mobile) != true)
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return;
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pvSrc.ReadInt16();
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pvSrc.ReadByte();
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bool publicHand = pvSrc.ReadBoolean();
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game.Players.SetPublic(game.Players.GetPlayerIndex(state.Mobile), publicHand);
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}
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public static void MoveTile(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGamePlayer(state.Mobile) != true)
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return;
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int number = pvSrc.ReadByte();
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if (number < 0 || number >= game.Tiles.Length)
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return;
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pvSrc.ReadByte(); // Current direction
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MahjongPieceDirection direction = GetDirection(pvSrc.ReadByte());
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pvSrc.ReadByte();
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bool flip = pvSrc.ReadBoolean();
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pvSrc.ReadInt16(); // Current Y
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pvSrc.ReadInt16(); // Current X
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pvSrc.ReadByte();
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int y = pvSrc.ReadInt16();
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int x = pvSrc.ReadInt16();
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pvSrc.ReadByte();
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game.Tiles[number].Move(new Point2D(x, y), direction, flip, game.Players.GetPlayerIndex(state.Mobile));
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}
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public static void MoveDealerIndicator(MahjongGame game, NetState state, PacketReader pvSrc)
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{
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if (game?.Players.IsInGameDealer(state.Mobile) != true)
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return;
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MahjongPieceDirection direction = GetDirection(pvSrc.ReadByte());
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MahjongWind wind = GetWind(pvSrc.ReadByte());
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int y = pvSrc.ReadInt16();
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int x = pvSrc.ReadInt16();
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game.DealerIndicator.Move(new Point2D(x, y), direction, wind);
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}
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}
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}
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