* 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
182 lines
3.7 KiB
C#
182 lines
3.7 KiB
C#
using Server.Buffers;
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using Server.Network;
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namespace Server.Items
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{
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public class Blocker : Item
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{
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[Constructible]
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public Blocker() : base(0x21A4) => Movable = false;
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public Blocker(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 503057; // Impassable!
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protected override void SendWorldPacketFor(NetState state)
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{
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Mobile mob = state.Mobile;
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if (mob?.AccessLevel >= AccessLevel.GameMaster)
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{
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if (state.HighSeas)
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SendGMItemHS(state);
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else if (state.StygianAbyss)
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SendGMItemSA(state);
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else
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SendGMItem(state);
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}
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base.SendWorldPacketFor(state);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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private void SendGMItem(NetState ns)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[20]);
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w.Write((byte)0x1A); // Packet ID
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w.Position += 2; // Dynamic Length
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uint serial = Serial.Value;
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int itemId = 0x1183;
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int amount = Amount;
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Point3D loc = Location;
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int x = loc.X;
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int y = loc.Y;
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int hue = Hue;
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int flags = GetPacketFlags();
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int direction = (int)Direction;
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if (amount != 0)
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serial |= 0x80000000;
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else
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serial &= 0x7FFFFFFF;
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w.Write(serial);
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w.Write((short)itemId);
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if (amount != 0)
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w.Write((short)amount);
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x &= 0x7FFF;
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if (direction != 0) x |= 0x8000;
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w.Write((short)x);
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y &= 0x3FFF;
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if (hue != 0) y |= 0x8000;
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if (flags != 0) y |= 0x4000;
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w.Write((short)y);
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if (direction != 0)
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w.Write((byte)direction);
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w.Write((sbyte)loc.Z);
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if (hue != 0)
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w.Write((ushort)hue);
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if (flags != 0)
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w.Write((byte)flags);
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w.Position = 1;
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w.Write((ushort)w.WrittenCount);
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ns.Send(w.Span);
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}
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public void SendGMItemSA(NetState ns)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[24]);
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w.Write((byte)0xF3); // Packet ID
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w.Write((short)0x01);
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int itemId = 0x1183;
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w.Position++; // w.Write((byte)0);
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w.Write(Serial);
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w.Write((short)itemId);
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w.Write((byte)Direction);
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short amount = (short)Amount;
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w.Write(amount);
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w.Write(amount);
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Point3D loc = Location;
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w.Write((short)(loc.X & 0x7FFF));
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w.Write((short)(loc.Y & 0x3FFF));
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w.Write((sbyte)loc.Z);
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w.Write((byte)Light);
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w.Write((short)Hue);
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w.Write((byte)GetPacketFlags());
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ns.Send(w.RawSpan);
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}
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public void SendGMItemHS(NetState ns)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[26]);
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w.Write((byte)0xF3); // Packet ID
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w.Write((short)0x01);
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int itemId = 0x1183;
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w.Position++; // w.Write((byte)0);
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w.Write(Serial);
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w.Write((short)itemId);
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w.Write((byte)Direction);
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short amount = (short)Amount;
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w.Write(amount);
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w.Write(amount);
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Point3D loc = Location;
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w.Write((short)(loc.X & 0x7FFF));
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w.Write((short)(loc.Y & 0x3FFF));
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w.Write((sbyte)loc.Z);
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w.Write((byte)Light);
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w.Write((short)Hue);
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w.Write((byte)GetPacketFlags());
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ns.Send(w.RawSpan);
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}
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}
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}
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