* 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
127 lines
3.5 KiB
C#
127 lines
3.5 KiB
C#
using System.Collections.Generic;
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using Server.Buffers;
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using Server.Multis;
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namespace Server.Network
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{
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public static class BoatPackets
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{
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public static void SendMoveBoatHS(NetState ns, Mobile beholder, BaseBoat boat, Direction d, int speed,
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IReadOnlyCollection<IEntity> ents, int xOffset,
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int yOffset)
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{
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if (ns == null)
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return;
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int length = 18 + ents.Count * 10;
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0xF6); // Packet ID
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writer.Position += 2; // Dynamic Length
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writer.Write(boat.Serial);
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writer.Write((byte)speed);
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writer.Write((byte)d);
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writer.Write((byte)boat.Facing);
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writer.Write((short)(boat.X + xOffset));
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writer.Write((short)(boat.Y + yOffset));
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writer.Write((short)boat.Z);
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writer.Position += 2; // count
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ushort count = 0;
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foreach (IEntity ent in ents)
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{
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if (!beholder.CanSee(ent))
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continue;
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writer.Write(ent.Serial);
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writer.Write((short)(ent.X + xOffset));
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writer.Write((short)(ent.Y + yOffset));
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writer.Write((short)ent.Z);
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count++;
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}
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writer.Position = 16;
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writer.Write(count);
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writer.Position = 1;
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writer.Write((ushort)writer.WrittenCount);
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ns.Send(writer.Span);
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}
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public static void SendDisplayBoatHS(NetState ns, Mobile beholder, BaseBoat boat)
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{
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if (ns == null)
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return;
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List<IEntity> ents = boat.GetMovingEntities();
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if (boat.TillerMan != null) ents.Add(boat.TillerMan);
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if (boat.Hold != null) ents.Add(boat.Hold);
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if (boat.PPlank != null) ents.Add(boat.PPlank);
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if (boat.SPlank != null) ents.Add(boat.SPlank);
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ents.Add(boat);
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int length = 5 + ents.Count * 26;
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SpanWriter writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0xF7); // Packet ID
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writer.Position += 4; // Dynamic Length & Count
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ushort count = 0;
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foreach (IEntity ent in ents)
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{
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if (!beholder.CanSee(ent))
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continue;
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writer.Write((byte)0xF3);
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writer.Write((short)0x1);
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if (ent is Mobile m)
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{
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writer.Write((byte)0x01);
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writer.Write(m.Serial);
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writer.Write((short)m.Body);
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writer.Position++;
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writer.Write((short)1);
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writer.Write((short)1);
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writer.Write((short)(m.X & 0x7FFF));
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writer.Write((short)(m.Y & 0x3FFF));
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writer.Write((sbyte)m.Z);
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writer.Write((byte)m.Direction);
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writer.Write((short)m.Hue);
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writer.Write((byte)m.GetPacketFlags());
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}
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else if (ent is Item item)
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{
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writer.Position++;
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writer.Write(item.Serial);
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writer.Write((ushort)(item.ItemID & 0xFFFF));
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writer.Position++;
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writer.Write((short)item.Amount);
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writer.Write((short)item.Amount);
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writer.Write((short)(item.X & 0x7FFF));
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writer.Write((short)(item.Y & 0x3FFF));
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writer.Write((sbyte)item.Z);
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writer.Write((byte)item.Light);
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writer.Write((short)item.Hue);
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writer.Write((byte)item.GetPacketFlags());
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}
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writer.Position += 2;
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count++;
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}
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writer.Position = 3;
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writer.Write(count);
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writer.Position = 1;
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writer.Write((ushort)writer.WrittenCount);
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ns.Send(writer.Span);
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}
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}
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}
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