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