* 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
210 lines
5.8 KiB
C#
210 lines
5.8 KiB
C#
using System.Collections.Generic;
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using Server.Buffers;
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using Server.Items;
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namespace Server.Network
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{
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public static class CorpsePackets
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{
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public static void SendCorpseEquip(NetState ns, Mobile beholder, Corpse beheld)
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{
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if (ns == null)
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return;
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List<Item> list = beheld.EquipItems;
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int length = 8 + list.Count * 5;
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if (beheld.Hair?.ItemID > 0)
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length += 5;
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if (beheld.FacialHair?.ItemID > 0)
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length += 5;
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0x89); // Packet ID
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writer.Write((ushort)length); // Dynamic Length
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writer.Write(beheld.Serial);
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for (int i = 0; i < list.Count; ++i)
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{
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Item item = list[i];
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if (!item.Deleted && beholder.CanSee(item) && item.Parent == beheld)
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{
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writer.Write((byte)(item.Layer + 1));
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writer.Write(item.Serial);
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}
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}
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if (beheld.Hair?.ItemID > 0)
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{
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writer.Write((byte)(Layer.Hair + 1));
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writer.Write(HairInfo.FakeSerial(beheld.Owner.Serial) - 2);
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}
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if (beheld.FacialHair?.ItemID > 0)
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{
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writer.Write((byte)(Layer.FacialHair + 1));
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writer.Write(FacialHairInfo.FakeSerial(beheld.Owner.Serial) - 2);
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}
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writer.Position++; // writer.Write((byte)Layer.Invalid);
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ns.Send(writer.Span);
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}
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public static void SendCorpseContent(NetState ns, Mobile beholder, Corpse corpse)
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{
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if (ns == null)
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return;
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if (ns.ContainerGridLines)
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SendCorpseContentNew(ns, beholder, corpse);
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else
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SendCorpseContentOld(ns, beholder, corpse);
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}
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public static void SendCorpseContentOld(NetState ns, Mobile beholder, Corpse corpse)
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{
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if (ns == null)
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return;
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List<Item> items = corpse.EquipItems;
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int length = 5 + items.Count * 19;
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if (corpse.Hair?.ItemID > 0)
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length += 19;
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if (corpse.FacialHair?.ItemID > 0)
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length += 19;
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0x3C); // Packet ID
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writer.Write((ushort)length); // Dynamic Length
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writer.Position += 2;
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ushort written = 0;
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for (int i = 0; i < items.Count; ++i)
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{
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Item child = items[i];
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if (!child.Deleted && child.Parent == corpse && beholder.CanSee(child))
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{
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writer.Write(child.Serial);
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writer.Write((ushort)child.ItemID);
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writer.Position++; // signed, itemID offset
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writer.Write((ushort)child.Amount);
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writer.Write((short)child.X);
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writer.Write((short)child.Y);
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writer.Write(corpse.Serial);
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writer.Write((ushort)child.Hue);
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++written;
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}
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}
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if (corpse.Hair?.ItemID > 0)
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{
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writer.Write(HairInfo.FakeSerial(corpse.Owner.Serial) - 2);
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writer.Write((ushort)corpse.Hair.ItemID);
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writer.Position++; // signed, itemID offset
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writer.Write((ushort)1);
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writer.Position += 4;
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writer.Write(corpse.Serial);
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writer.Write((ushort)corpse.Hair.Hue);
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++written;
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}
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if (corpse.FacialHair?.ItemID > 0)
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{
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writer.Write(FacialHairInfo.FakeSerial(corpse.Owner.Serial) - 2);
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writer.Write((ushort)corpse.FacialHair.ItemID);
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writer.Position++; // signed, itemID offset
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writer.Write((ushort)1);
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writer.Position += 4;
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writer.Write(corpse.Serial);
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writer.Write((ushort)corpse.FacialHair.Hue);
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++written;
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}
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writer.Position = 3;
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writer.Write(written);
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ns.Send(writer.Span);
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}
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public static void SendCorpseContentNew(NetState ns, Mobile beholder, Corpse corpse)
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{
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if (ns == null)
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return;
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List<Item> items = corpse.EquipItems;
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int length = 5 + items.Count * 20;
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if (corpse.Hair?.ItemID > 0)
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length += 20;
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if (corpse.FacialHair?.ItemID > 0)
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length += 20;
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0x3C); // Packet ID
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writer.Write((ushort)length); // Dynamic Length
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writer.Position += 2;
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ushort written = 0;
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for (int i = 0; i < items.Count; ++i)
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{
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Item child = items[i];
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if (!child.Deleted && child.Parent == corpse && beholder.CanSee(child))
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{
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writer.Write(child.Serial);
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writer.Write((ushort)child.ItemID);
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writer.Position++; // signed, itemID offset
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writer.Write((ushort)child.Amount);
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writer.Write((short)child.X);
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writer.Write((short)child.Y);
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writer.Position++; // grid location
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writer.Write(corpse.Serial);
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writer.Write((ushort)child.Hue);
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++written;
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}
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}
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if (corpse.Hair?.ItemID > 0)
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{
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writer.Write(HairInfo.FakeSerial(corpse.Owner.Serial) - 2);
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writer.Write((ushort)corpse.Hair.ItemID);
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writer.Position++; // signed, itemID offset
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writer.Write((ushort)1);
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writer.Position += 5;
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writer.Write(corpse.Serial);
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writer.Write((ushort)corpse.Hair.Hue);
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++written;
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}
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if (corpse.FacialHair?.ItemID > 0)
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{
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writer.Write(FacialHairInfo.FakeSerial(corpse.Owner.Serial) - 2);
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writer.Write((ushort)corpse.FacialHair.ItemID);
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writer.Position++; // signed, itemID offset
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writer.Write((ushort)1);
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writer.Position += 5;
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writer.Write(corpse.Serial);
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writer.Write((ushort)corpse.FacialHair.Hue);
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++written;
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}
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writer.Position = 3;
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writer.Write(written);
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ns.Send(writer.Span);
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}
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}
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}
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