ModernUO/Projects/Scripts/Items/Games/Mahjong/Packets.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

223 lines
6.1 KiB
C#

using Server.Buffers;
using Server.Network;
namespace Server.Engines.Mahjong
{
public static class MahjongPackets
{
public static void SendMahjongJoinGame(NetState ns, MahjongGame game)
{
if (ns == null)
return;
SpanWriter writer = new SpanWriter(stackalloc byte[9]);
writer.Write((byte)0xDA); // Packet ID
writer.Write((ushort)0x09); // Dynamic Length
writer.Write(game.Serial);
writer.Write((short)0x19);
ns.Send(writer.Span);
}
public static void SendMahjongPlayersInfo(NetState ns, MahjongGame game, Mobile to)
{
if (ns == null)
return;
MahjongPlayers players = game.Players;
SpanWriter writer = new SpanWriter(stackalloc byte[11 + 45 * players.Seats]);
writer.Write((byte)0xDA); // Packet ID
writer.Position += 2; // Dynamic Length
writer.Write(game.Serial);
writer.Write((short)0x02);
writer.Write((short)players.Seats);
short n = 0;
for (int i = 0; i < players.Seats; i++)
{
Mobile mobile = players.GetPlayer(i);
if (mobile != null)
{
writer.Write(mobile.Serial);
writer.Write(players.DealerPosition == i ? (byte)0x1 : (byte)0x2);
writer.Write((byte)i);
if (game.ShowScores || mobile == to)
writer.Write(players.GetScore(i));
else
writer.Position++; // writer.Write(0);
writer.Position += 3;
writer.Write(players.IsPublic(i));
writer.WriteAsciiFixed(mobile.Name, 30);
writer.Write(!players.IsInGamePlayer(i));
n++;
}
else if (game.ShowScores)
{
writer.Position++; // writer.Write(0);
writer.Write((byte)0x2);
writer.Write((byte)i);
writer.Write(players.GetScore(i));
writer.Position += 3;
writer.Write(players.IsPublic(i));
writer.Position += 30; //writer.WriteAsciiFixed("", 30);
writer.Write((byte)0x1); // true
n++;
}
}
if (n != players.Seats)
{
writer.Position = 9;
writer.Write(n);
}
writer.Position = 1;
writer.Write((short)writer.WrittenCount);
ns.Send(writer.Span);
}
public static void SendMahjongGeneralInfo(NetState ns, MahjongGame game)
{
if (ns == null)
return;
SpanWriter writer = new SpanWriter(stackalloc byte[25]);
writer.Write((byte)0xDA); // Packet ID
writer.Write((ushort)25); // Dynamic Length
writer.Write(game.Serial);
writer.Write((short)0x05);
writer.Position += 3;
writer.Write((byte)((game.ShowScores ? 0x1 : 0x0) | (game.SpectatorVision ? 0x2 : 0x0)));
writer.Write((byte)game.Dices.First);
writer.Write((byte)game.Dices.Second);
writer.Write((byte)game.DealerIndicator.Wind);
writer.Write((short)game.DealerIndicator.Position.Y);
writer.Write((short)game.DealerIndicator.Position.X);
writer.Write((byte)game.DealerIndicator.Direction);
writer.Write((short)game.WallBreakIndicator.Position.Y);
writer.Write((short)game.WallBreakIndicator.Position.X);
ns.Send(writer.Span);
}
public static void SendMahjongTilesInfo(NetState ns, MahjongGame game, Mobile to)
{
if (ns == null)
return;
MahjongTile[] tiles = game.Tiles;
MahjongPlayers players = game.Players;
int length = 11 + 9 * tiles.Length;
SpanWriter writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0xDA); // Packet ID
writer.Write((short)length); // Dynamic Length
writer.Write(game.Serial);
writer.Write((short)0x4);
writer.Write((short)tiles.Length);
foreach (MahjongTile tile in tiles)
{
writer.Write((byte)tile.Number);
if (tile.Flipped)
{
int hand = tile.Dimensions.GetHandArea();
if (hand < 0 || players.IsPublic(hand) || players.GetPlayer(hand) == to ||
game.SpectatorVision && players.IsSpectator(to))
writer.Write((byte)tile.Value);
else
writer.Position++;
}
else
writer.Position++;
writer.Write((short)tile.Position.Y);
writer.Write((short)tile.Position.X);
writer.Write((byte)tile.StackLevel);
writer.Write((byte)tile.Direction);
writer.Write(tile.Flipped ? (byte)0x10 : (byte)0x0);
}
ns.Send(writer.Span);
}
public static void SendMahjongTileInfo(NetState ns, MahjongTile tile, Mobile to)
{
if (ns == null)
return;
MahjongGame game = tile.Game;
MahjongPlayers players = game.Players;
SpanWriter writer = new SpanWriter(stackalloc byte[18]);
writer.Write((byte)0xDA); // Packet ID
writer.Write((short)18); // Dynamic Length
writer.Write(game.Serial);
writer.Write((short)0x3);
writer.Write((byte)tile.Number);
if (tile.Flipped)
{
int hand = tile.Dimensions.GetHandArea();
if (hand < 0 || players.IsPublic(hand) || players.GetPlayer(hand) == to ||
game.SpectatorVision && players.IsSpectator(to))
writer.Write((byte)tile.Value);
else
writer.Position++;
}
else
writer.Position++;
writer.Write((short)tile.Position.Y);
writer.Write((short)tile.Position.X);
writer.Write((byte)tile.StackLevel);
writer.Write((byte)tile.Direction);
writer.Write(tile.Flipped ? (byte)0x10 : (byte)0x0);
ns.Send(writer.Span);
}
public static void SendMahjongRelieve(NetState ns, MahjongGame game)
{
if (ns == null)
return;
SpanWriter writer = new SpanWriter(stackalloc byte[18]);
writer.Write((byte)0xDA); // Packet ID
writer.Write((short)18); // Dynamic Length
writer.Write(game.Serial);
writer.Write((short)0x1A);
ns.Send(writer.Span);
}
}
}