* 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
550 lines
12 KiB
C#
550 lines
12 KiB
C#
using System;
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using Server.Buffers;
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namespace Server.Network
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{
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public static partial class Packets
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{
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public static void SendObjectHelpResponse(NetState ns, Serial e, string text)
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{
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if (ns == null)
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return;
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text ??= "";
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int length = 9 + text.Length * 2;
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SpanWriter w = new SpanWriter(stackalloc byte[length]);
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w.Write((byte) 0xB7); // Extended Packet ID
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w.Write((ushort) length); // Length
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w.Write(e);
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w.WriteBigUniNull(text);
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ns.Send(w.Span);
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}
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public static void SendChangeUpdateRange(NetState ns, byte range = 18)
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{
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ns?.Send(stackalloc byte[]
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{
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0xC8, // Packet ID
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range
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});
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}
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public static void SendChangeCombatant(NetState ns, Serial combatant)
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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[5]);
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w.Write((byte)0xAA); // Packet ID
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w.Write(combatant);
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ns.Send(w.Span);
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}
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public static void SendDisplayHuePicker(NetState ns, Serial s, int itemId)
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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[9]);
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w.Write((byte)0x95); // Packet ID
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w.Write(s);
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w.Position += 2; // w.Write((short)0);
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w.Write((short)itemId);
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ns.Send(w.Span);
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}
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public static void SendUnicodePrompt(NetState ns, Serial message)
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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[21]);
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w.Write((byte)0xC2); // Packet ID
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w.Write((short)21); // Length
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w.Write(message); // Should be Player serial?
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w.Write(message);
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w.Position += 10;
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ns.Send(w.Span);
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}
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public static void SendDeathStatus_Dead(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0x2C, // Packet ID
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0x00
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});
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}
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public static void SendDeathStatus_Alive(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0x2C, // Packet ID
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0x02 // Why not 1?
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});
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}
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private static readonly byte[][] _speedControlPackets = new byte[3][];
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public static void SendSpeedControlDisabled(NetState ns)
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{
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ns?.Send(_speedControlPackets[0] ??= new byte[]
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{
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0xBF, // Extended Packet ID
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0x00,
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0x06, // Length
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0x26,
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0x00 // Disabled
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});
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}
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public static void SendSpeedControlMount(NetState ns)
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{
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ns?.Send(_speedControlPackets[1] ??= new byte[]
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{
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0xBF, // Extended Packet ID
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0x00,
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0x06, // Length
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0x26,
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0x01 // Mount
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});
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}
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public static void SendSpeedControlWalk(NetState ns)
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{
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ns?.Send(_speedControlPackets[2] ??= new byte[]
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{
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0xBF, // Extended Packet ID
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0x00,
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0x06, // Length
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0x26,
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0x02 // Walk
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});
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}
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public static void SendToggleSpecialAbility(NetState ns, short ability, bool active)
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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[8]);
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w.Write((byte)0xBF); // Packet ID
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w.Write((short)8); // Length
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w.Write((short)0x25); // Command
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w.Write(ability);
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w.Write(active);
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ns.Send(w.Span);
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}
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public static void SendGlobalLightLevel(NetState ns, sbyte level)
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{
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ns?.Send(stackalloc byte[]
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{
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0x4F, // Packet ID
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(byte)level
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});
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}
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public static void SendLogoutAck(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0xD1, // Packet ID
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0x01
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});
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}
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public static void SendWeather(NetState ns, byte type, byte density, sbyte temperature)
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{
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ns?.Send(stackalloc byte[]
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{
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0x65, // Packet ID
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type,
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density,
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(byte)temperature
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});
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}
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public static void SendPlayerMove(NetState ns, Direction d)
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{
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ns?.Send(stackalloc byte[]
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{
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0x97, // Packet ID
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(byte)d
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});
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}
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public static void SendClientVersionReq(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0xBD, // Packet ID
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0x00,
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0x03
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});
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}
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public static void SendSetWarMode(NetState ns, bool warmode)
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{
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if (warmode)
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SendInWarMode(ns);
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else
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SendInPeaceMode(ns);
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}
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public static void SendInWarMode(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0x72, // Packet ID
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0x01, // War mode
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0x00,
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0x32, // ?
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0x00
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});
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}
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public static void SendInPeaceMode(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0x72, // Packet ID
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0x00, // Peace mode
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0x00,
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0x32, // ?
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0x00
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});
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}
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public static void SendRemoveEntity(NetState ns, Serial entity)
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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[5]);
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w.Write((byte)0x1D); // Packet ID
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w.Write(entity);
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ns.Send(w.Span);
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}
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public static void SendServerChange(NetState ns, Mobile m, Map map)
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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[16]);
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w.Write((byte)0x76); // Packet ID
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w.Write((short)m.X);
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w.Write((short)m.Y);
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w.Write((short)m.Z);
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w.Position += 5;
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w.Write((short)map.Width);
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w.Write((short)map.Height);
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ns.Send(w.Span);
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}
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public static void SendSkillsUpdate(NetState ns, Skills skills)
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{
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if (ns == null)
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return;
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int length = 6 + skills.Length * 9;
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SpanWriter w = new SpanWriter(stackalloc byte[length]);
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w.Write((byte)0x3A); // Packet ID
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w.Write((short)length); // Length
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w.Write((byte)0x02); // type: absolute, capped
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for (int i = 0; i < skills.Length; ++i)
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{
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Skill s = skills[i];
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double v = s.NonRacialValue;
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int uv = (int)(v * 10);
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if (uv < 0)
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uv = 0;
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else if (uv >= 0x10000)
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uv = 0xFFFF;
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w.Write((ushort)(s.Info.SkillID + 1));
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w.Write((ushort)uv);
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w.Write((ushort)s.BaseFixedPoint);
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w.Write((byte)s.Lock);
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w.Write((ushort)s.CapFixedPoint);
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}
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w.Position += 2;
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ns.Send(w.Span);
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}
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public static void SendSkillChange(NetState ns, Skill skill)
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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[13]);
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w.Write((byte)0x3A); // Packet ID
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w.Write((short)13); // Length
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double v = skill.NonRacialValue;
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int uv = (int)(v * 10);
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if (uv < 0)
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uv = 0;
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else if (uv >= 0x10000)
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uv = 0xFFFF;
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w.Write((byte)0xDF); // type: delta, capped
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w.Write((ushort)skill.Info.SkillID);
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w.Write((ushort)uv);
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w.Write((ushort)skill.BaseFixedPoint);
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w.Write((byte)skill.Lock);
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w.Write((ushort)skill.CapFixedPoint);
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ns.Send(w.Span);
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}
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public static void SendLaunchBrowser(NetState ns, string url)
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{
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if (ns == null)
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return;
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url ??= "";
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int length = 4 + url.Length;
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SpanWriter w = new SpanWriter(stackalloc byte[length]);
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w.Write((byte)0xA5); // Packet ID
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w.Write((short)length); // Length
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w.WriteAsciiNull(url);
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ns.Send(w.Span);
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}
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// TODO: Optimize for IEnumerable<NetState>
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public static void SendPlaySound(NetState ns, int soundId, IPoint3D target)
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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[12]);
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w.Write((byte)0x54); // Packet ID
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w.Write((byte)1); // flags
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w.Write((short)soundId);
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w.Position += 2; // volume?
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w.Write((short)target.X);
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w.Write((short)target.Y);
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w.Write((short)target.Z);
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ns.Send(w.Span);
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}
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public static void SendPlayRepeatingSound(NetState ns, int soundId, IPoint3D target)
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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[12]);
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w.Write((byte)0x54); // Packet ID
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w.Position++; // flags
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w.Write((short)soundId);
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w.Position += 2; // volume?
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w.Write((short)target.X);
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w.Write((short)target.Y);
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w.Write((short)target.Z);
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ns.Send(w.Span);
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}
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public static void SendPlayMusic(NetState ns, MusicName music)
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{
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ushort value = (ushort)music;
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ns?.Send(stackalloc byte[]
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{
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0x6D, // Packet ID
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(byte)(value >> 8),
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(byte)(value & 0xFF)
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});
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}
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public static void SendStopMusic(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0x6D, // Packet ID
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0x1F,
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0xFF
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});
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}
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public static void SendScrollMessage(NetState ns, int type, int tip, string text)
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{
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if (ns == null)
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return;
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text ??= "";
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int length = 10 + text.Length;
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SpanWriter w = new SpanWriter(stackalloc byte[length]);
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w.Write((byte)0xA6); // Packet ID
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w.Write((short)length); // Length
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w.Write((byte)type);
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w.Write(tip);
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w.Write((ushort)text.Length);
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w.WriteAsciiFixed(text, text.Length);
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ns.Send(w.Span);
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}
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public static void SendCurrentTime(NetState ns)
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{
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if (ns == null)
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return;
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// TODO: Don't call UtcNow so readily.
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DateTime now = DateTime.UtcNow;
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ns.Send(stackalloc byte[]
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{
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0x5B, // Packet ID
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(byte)now.Hour,
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(byte)now.Minute,
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(byte)now.Second
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});
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}
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public static void SendPathfindMessage(NetState ns, IPoint3D p)
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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[7]);
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w.Write((byte)0x38); // Packet ID
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w.Write((short)p.X);
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w.Write((short)p.Y);
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w.Write((short)p.Z);
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ns.Send(w.Span);
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}
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public static void SendPingAck(NetState ns, byte ping)
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{
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ns?.Send(stackalloc byte[2]
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{
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0x73, // Packet ID
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ping
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});
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}
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public static void SendMovementRej(NetState ns, int seq, Mobile m)
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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[8]);
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w.Write((byte)0x21); // Packet ID
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w.Write((byte)seq);
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w.Write((short)m.X);
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w.Write((short)m.Y);
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w.Write((byte)m.Direction);
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w.Write((sbyte)m.Z);
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ns.Send(w.Span);
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}
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public static void SendMovementAck(NetState ns, Mobile m)
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{
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if (ns == null)
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return;
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SendMovementAck(ns, ns.Sequence, Notoriety.Compute(m, m));
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}
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public static void SendMovementAck(NetState ns, byte seq, byte noto)
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{
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ns?.Send(stackalloc byte[3]
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{
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0x22,
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seq,
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noto
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});
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}
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public static void SendLoginConfirm(NetState ns, Mobile m)
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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[37]);
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w.Write((byte)0x1B); // Packet ID
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w.Write(m.Serial);
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w.Position++;
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w.Write((short)m.Body);
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w.Write((short)m.X);
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w.Write((short)m.Y);
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w.Write((short)m.Z);
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w.Write((byte)m.Direction);
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w.Position++;
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w.Write(-1);
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Map map = m.Map;
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if (map == null || map == Map.Internal)
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map = m.LogoutMap;
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w.Position += 4;
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w.Write((short)(map?.Width ?? 6144));
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w.Write((short)(map?.Height ?? 4096));
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w.Position += 9;
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ns.Send(w.Span);
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}
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public static void SendLoginComplete(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0x55 // Packet ID
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});
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}
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public static void SendClearWeaponAbility(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0xBF, // Extended Packet ID
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0x00,
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0x05, // Length
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0x21, // Command
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0x00
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});
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}
|
|
}
|
|
}
|