* 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
366 lines
11 KiB
C#
366 lines
11 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Concurrent;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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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 HouseFoundationPackets
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{
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public static void SendBeginHouseCustomization(NetState ns, Serial house)
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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[17]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)17); // Dynamic Length
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writer.Write((short)0x20); // House Customization
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writer.Write(house);
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writer.Write((byte)0x04); // Start customization
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writer.Position += 2;
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writer.Write(0xFFFFFFFF);
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writer.Write((byte)0xFF);
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ns.Send(writer.Span);
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}
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public static void SendEndHouseCustomization(NetState ns, Serial house)
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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[17]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)17); // Dynamic Length
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writer.Write((short)0x20); // House Customization
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writer.Write(house);
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writer.Write((byte)0x05); // End customization
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writer.Position += 2;
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writer.Write(0xFFFFFFFF);
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writer.Write((byte)0xFF);
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ns.Send(writer.Span);
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}
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public static void SendDesignStateGeneral(NetState ns, Serial house, int revision)
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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[13]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)13); // Dynamic Length
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writer.Write((short)0x1D); // Design
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writer.Write(house);
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writer.Write(revision);
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ns.Send(writer.Span);
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}
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private const int MaxItemsPerStairBuffer = 750;
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private static ConcurrentQueue<SendQueueEntry> m_SendQueue;
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private static AutoResetEvent m_Sync;
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static HouseFoundationPackets()
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{
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m_SendQueue = new ConcurrentQueue<SendQueueEntry>();
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m_Sync = new AutoResetEvent(false);
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Task.Run(ProcessDesignStates);
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}
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public static void ProcessDesignStates()
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{
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while (!Core.Closing)
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{
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m_Sync.WaitOne();
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int count = m_SendQueue.Count;
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while (count > 0 && m_SendQueue.TryDequeue(out SendQueueEntry sqe))
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try
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{
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byte[] packet = sqe.m_DesignState.Packet;
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if (packet == null)
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{
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packet = CreateDesignDetailsPacket(sqe.m_Serial, sqe.m_Revision, sqe.m_xMin, sqe.m_yMin, sqe.m_xMax,
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sqe.m_yMax, sqe.m_Tiles);
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sqe.m_DesignState.Packet = packet;
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return;
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}
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sqe.m_NetState.Send(packet);
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}
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catch (Exception e)
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{
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Console.WriteLine(e);
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try
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{
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using StreamWriter op = new StreamWriter("dsd_exceptions.txt", true);
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op.WriteLine(e);
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}
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catch
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{
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// ignored
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}
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}
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finally
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{
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count = m_SendQueue.Count;
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}
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}
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}
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public static byte[] CreateDesignDetailsPacket(Serial serial, int revision, int xMin, int yMin, int xMax, int yMax,
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MultiTileEntry[] tiles)
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{
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ArrayBufferWriter<byte> bufferWriter = new ArrayBufferWriter<byte>(0x10000);
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SpanWriter headWriter = new SpanWriter(stackalloc byte[18]);
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headWriter.Write((byte)0xD8); // Packet ID
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headWriter.Position += 2; // Dynamic Length
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headWriter.Write((byte)0x03); // Compression Type
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headWriter.Position++;
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headWriter.Write(serial);
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headWriter.Write(revision);
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headWriter.Write((short)tiles.Length);
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headWriter.Position += 3; // Buffer/Plane count
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int bufferLength = 1; // includes plane count
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int width = xMax - xMin + 1;
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int height = yMax - yMin + 1;
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Span<bool> planeUsed = stackalloc bool[9];
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Span<byte> planeBuffers = stackalloc byte[9216];
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Span<byte> stairBuffers = stackalloc byte[MaxItemsPerStairBuffer * 30];
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int totalStairsUsed = 0;
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for (int i = 0; i < tiles.Length; ++i)
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{
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MultiTileEntry mte = tiles[i];
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int x = mte.m_OffsetX - xMin;
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int y = mte.m_OffsetY - yMin;
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int z = mte.m_OffsetZ;
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bool floor = TileData.ItemTable[mte.m_ItemID & TileData.MaxItemValue].Height <= 0;
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int plane, size;
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switch (z)
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{
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case 0:
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plane = 0;
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break;
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case 7:
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plane = 1;
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break;
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case 27:
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plane = 2;
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break;
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case 47:
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plane = 3;
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break;
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case 67:
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plane = 4;
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break;
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default:
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{
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int stairBufferIndex = totalStairsUsed / MaxItemsPerStairBuffer;
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Span<byte> stairBuffer = stairBuffers.Slice(stairBufferIndex, MaxItemsPerStairBuffer);
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int byteIndex = totalStairsUsed % MaxItemsPerStairBuffer * 5;
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stairBuffer[byteIndex++] = (byte)(mte.m_ItemID >> 8);
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stairBuffer[byteIndex++] = (byte)mte.m_ItemID;
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stairBuffer[byteIndex++] = (byte)mte.m_OffsetX;
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stairBuffer[byteIndex++] = (byte)mte.m_OffsetY;
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stairBuffer[byteIndex] = (byte)mte.m_OffsetZ;
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++totalStairsUsed;
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continue;
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}
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}
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if (plane == 0)
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size = height;
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else if (floor)
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{
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size = height - 2;
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x -= 1;
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y -= 1;
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}
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else
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{
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size = height - 1;
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plane += 4;
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}
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int index = (x * size + y) * 2;
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if (x < 0 || y < 0 || y >= size || index + 1 >= 0x400)
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{
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int stairBufferIndex = totalStairsUsed / MaxItemsPerStairBuffer;
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Span<byte> stairBuffer = stairBuffers.Slice(stairBufferIndex, MaxItemsPerStairBuffer);
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int byteIndex = totalStairsUsed % MaxItemsPerStairBuffer * 5;
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stairBuffer[byteIndex++] = (byte)(mte.m_ItemID >> 8);
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stairBuffer[byteIndex++] = (byte)mte.m_ItemID;
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stairBuffer[byteIndex++] = (byte)mte.m_OffsetX;
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stairBuffer[byteIndex++] = (byte)mte.m_OffsetY;
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stairBuffer[byteIndex] = (byte)mte.m_OffsetZ;
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++totalStairsUsed;
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}
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else
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{
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planeUsed[plane] = true;
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planeBuffers[plane * 0x400 + index] = (byte)(mte.m_ItemID >> 8);
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planeBuffers[plane * 0x400 + index + 1] = (byte)mte.m_ItemID;
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}
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}
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int planeCount = 0;
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int bound = (int)Compression.Compressor.CompressBound(0x400);
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for (int i = 0; i < 9; ++i)
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{
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if (!planeUsed[i])
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continue;
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++planeCount;
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int size;
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if (i == 0)
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size = width * height * 2;
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else if (i < 5)
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size = (width - 1) * (height - 2) * 2;
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else
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size = width * (height - 1) * 2;
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Span<byte> inflatedBuffer = planeBuffers.Slice(i * 0x400, 0x400);
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Span<byte> deflatedBuffer = bufferWriter.GetSpan(bound + 4);
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ulong deflatedLength = (ulong)bound;
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ZLibError ce = Compression.Pack(deflatedBuffer.Slice(4), ref deflatedLength, inflatedBuffer, (ulong)size, ZLibQuality.Default);
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if (ce != ZLibError.Okay)
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{
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Console.WriteLine("ZLib error: {0} (#{1})", ce, (int)ce);
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size = 0;
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}
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int length = (int)deflatedLength;
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deflatedBuffer[0] = (byte)(0x20 | i);
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deflatedBuffer[1] = (byte)size;
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deflatedBuffer[2] = (byte)length;
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deflatedBuffer[3] = (byte)(((size >> 4) & 0xF0) | ((length >> 8) & 0xF));
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bufferLength += 4 + length;
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bufferWriter.Advance(length + 4);
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}
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int totalStairBuffersUsed = (totalStairsUsed + (MaxItemsPerStairBuffer - 1)) / MaxItemsPerStairBuffer;
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bound = (int)Compression.Compressor.CompressBound(MaxItemsPerStairBuffer);
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for (int i = 0; i < totalStairBuffersUsed; ++i)
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{
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++planeCount;
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int count = totalStairsUsed - i * MaxItemsPerStairBuffer;
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if (count > MaxItemsPerStairBuffer)
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count = MaxItemsPerStairBuffer;
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int size = count * 5;
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Span<byte> inflatedBuffer = stairBuffers.Slice(i * MaxItemsPerStairBuffer, MaxItemsPerStairBuffer);
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Span<byte> deflatedBuffer = bufferWriter.GetSpan(bound + 4);
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ulong deflatedLength = (ulong)bound;
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ZLibError ce = Compression.Pack(deflatedBuffer.Slice(4), ref deflatedLength, inflatedBuffer, (ulong)size, ZLibQuality.Default);
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if (ce != ZLibError.Okay)
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{
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Console.WriteLine("ZLib error: {0} (#{1})", ce, (int)ce);
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deflatedLength = 0;
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size = 0;
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}
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int length = (int)deflatedLength;
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deflatedBuffer[0] = (byte)(9 + i);
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deflatedBuffer[1] = (byte)size;
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deflatedBuffer[2] = (byte)length;
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deflatedBuffer[3] = (byte)(((size >> 4) & 0xF0) | ((length >> 8) & 0xF));
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bufferLength += 4 + length;
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bufferWriter.Advance(length + 4);
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}
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headWriter.Position = 15;
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headWriter.Write((short)bufferLength); // Buffer length
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headWriter.Write((byte)planeCount); // Plane count
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headWriter.Position = 1;
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int written = headWriter.WrittenCount + bufferWriter.WrittenCount;
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headWriter.Write((ushort)written);
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byte[] packet = new byte[written];
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headWriter.CopyTo(packet);
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bufferWriter.WrittenSpan.CopyTo(packet.AsSpan(headWriter.WrittenCount));
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return packet;
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}
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private class SendQueueEntry
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{
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public NetState m_NetState;
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public DesignState m_DesignState;
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public int m_Revision;
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public uint m_Serial;
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public MultiTileEntry[] m_Tiles;
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public int m_xMin, m_yMin, m_xMax, m_yMax;
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public SendQueueEntry(NetState ns, HouseFoundation foundation, DesignState state)
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{
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m_NetState = ns;
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m_Serial = foundation.Serial;
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m_Revision = state.Revision;
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m_DesignState = state;
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MultiComponentList mcl = state.Components;
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m_xMin = mcl.Min.X;
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m_yMin = mcl.Min.Y;
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m_xMax = mcl.Max.X;
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m_yMax = mcl.Max.Y;
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m_Tiles = mcl.List;
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}
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}
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public static void SendDesignDetails(NetState ns, HouseFoundation house, DesignState state)
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{
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m_SendQueue.Enqueue(new SendQueueEntry(ns, house, state));
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m_Sync.Set();
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}
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}
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}
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