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C# PacketWriter.WriteFixedLengthUtf16方法代码示例

本文整理汇总了C#中PacketWriter.WriteFixedLengthUtf16方法的典型用法代码示例。如果您正苦于以下问题:C# PacketWriter.WriteFixedLengthUtf16方法的具体用法?C# PacketWriter.WriteFixedLengthUtf16怎么用?C# PacketWriter.WriteFixedLengthUtf16使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PacketWriter的用法示例。


在下文中一共展示了PacketWriter.WriteFixedLengthUtf16方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Build

        public override byte[] Build()
        {
            var writer = new PacketWriter();

            writer.Write((byte) 1); // Always 1?

            // Padding? Or the above is actually a uint
            for (var i = 0; i < 3; i++)
                writer.Write((byte) 0);

            // Character ID
            writer.Write((uint) _character.CharacterId);

            // Padding?
            for (var i = 0; i < 4; i++)
                writer.Write((byte) 0);

            // Nickname
            // TODO: The above and below may be switched around, need more data
            writer.WriteFixedLengthUtf16(_character.Player.Nickname, 16);

            // Padding?
            for (var i = 0; i < 36; i++)
                writer.Write((byte) 0);

            // Player name
            writer.WriteFixedLengthUtf16(_character.Name, 16);

            // Unknown?
            for (var i = 0; i < 24; i++)
                writer.Write((byte) 0);

            // Team Name
            // We don't actually have team names anywhere, just dump a test here
            writer.WriteFixedLengthUtf16("Polaris Team", 16);

            // Unknown
            // Somewhere in here is likely a Team ID
            for (var i = 0; i < 32; i++)
                writer.Write((byte) 0);

            return writer.ToArray();
        }
开发者ID:Zenohate,项目名称:PolarisServer,代码行数:43,代码来源:GuildInfoPacket.cs

示例2: Build

        public override byte[] Build()
        {
            var writer = new PacketWriter();

            // Player header
            writer.WritePlayerHeader((uint) _character.Player.PlayerId);

            // Spawn position
            writer.Write(Position);

            writer.Write((ushort) 0); // padding?
            writer.WriteFixedLengthASCII("Character", 32);
            writer.Write((ushort) 1); // 0x44
            writer.Write((ushort) 0); // 0x46
            writer.Write((uint) 602); // 0x48
            writer.Write((uint) 1); // 0x4C
            writer.Write((uint) 53); // 0x50
            writer.Write((uint) 0); // 0x54
            writer.Write((uint) (IsItMe ? 47 : 39)); // 0x58
            writer.Write((ushort) 559); // 0x5C
            writer.Write((ushort) 306); // 0x5E
            writer.Write((uint) _character.Player.PlayerId); // player ID copy
            writer.Write((uint) 0); // "char array ugggghhhhh" according to PolarisLegacy
            writer.Write((uint) 0); // "voiceParam_unknown4"
            writer.Write((uint) 0); // "voiceParam_unknown8"
            writer.WriteFixedLengthUtf16(_character.Name, 16);
            writer.Write((uint) 0); // 0x90
            writer.WriteStruct(_character.Looks);
            writer.WriteStruct(_character.Jobs);
            writer.WriteFixedLengthUtf16("", 32); // title?
            writer.Write((uint) 0); // 0x204
            writer.Write((uint) 0); // gmflag?
            writer.WriteFixedLengthUtf16(_character.Player.Nickname, 16); // nickname, maybe not 16 chars?
            for (var i = 0; i < 64; i++)
                writer.Write((byte) 0);

            return writer.ToArray();
        }
开发者ID:Zenohate,项目名称:PolarisServer,代码行数:38,代码来源:CharacterSpawnPacket.cs

示例3: Build

        public override byte[] Build()
        {
            var resp = new PacketWriter();
            resp.Write((uint)((userid == 0) ? 1 : 0)); // Status flag: 0=success, 1=error
            resp.WriteUtf16(error, 0x8BA4, 0xB6);

            if (userid == 0)
            {
                for (var i = 0; i < 0xEC; i++)
                    resp.Write((byte)0);
                return resp.ToArray();
            }

            // TODO: Explore this data! Some if it seems really important. (May contain level cap setting + more)

            resp.WriteStruct(new ObjectHeader(userid, EntityType.Player));
            resp.WriteFixedLengthUtf16(blockName, 0x20); // This is right
            // Set things to "default" values; Dunno these purposes yet.
            resp.Write(0x42700000); //0
            resp.Write(7);          //4
            resp.Write(0xA);        //8 - Level Cap!
            resp.Write(1);          //C
            resp.Write(0x41200000); //10
            resp.Write(0x40A00000); //14
            resp.Write(11);         //18
            resp.Write(0x3F800000); //1C (1 as a float)
            resp.Write(0x42960000); //20
            resp.Write(40);         //24
            resp.Write(0x41200000); //28
            resp.Write(1);          //2C?
            resp.Write(1120403456); //30

            //WHAT
            for (int i = 0; i < 10; i++)
            {
                resp.Write(1065353216);
            }
            //ARE
            for (int i = 0; i < 21; i++)
            {
                resp.Write(1120403456);
            }
            //THESE?
            resp.Write(0x91A2B);    //B0
            resp.Write(0x91A2B);    //B4

            resp.WriteBytes(0, 12);

            return resp.ToArray();
        }
开发者ID:ChowZenki,项目名称:PolarisServer,代码行数:50,代码来源:LoginDataPacket.cs

示例4: HandlePacket

        public override void HandlePacket(Client context, byte flags, byte[] data, uint position, uint size)
        {
            if (context.User == null)
                return;

            var writer = new PacketWriter();

            using (var db = new PolarisEf())
            {
                var chars = db.Characters
                    .Where(w => w.Player.PlayerId == context.User.PlayerId)
                    .OrderBy(o => o.CharacterId) // TODO: Order by last played
                    .Select(s => s);

                writer.Write((uint)chars.Count()); // Number of characters

                for (var i = 0; i < 0x4; i++) // Whatever this is
                    writer.Write((byte)0);

                foreach (var ch in chars)
                {
                    writer.Write((uint)ch.CharacterId);
                    writer.Write((uint)context.User.PlayerId);

                    for (var i = 0; i < 0x10; i++)
                        writer.Write((byte)0);

                    writer.WriteFixedLengthUtf16(ch.Name, 16);
                    writer.Write((uint)0);

                    writer.WriteStruct(ch.Looks); // Note: Pre-Episode 4 created looks doesn't seem to work anymore
                    writer.WriteStruct(ch.Jobs);

                    for (var i = 0; i < 0xFC; i++)
                        writer.Write((byte)0);
                }
            }

            // Ninji note: This packet may be followed by extra data,
            // after a fixed-length array of character data structures.
            // Needs more investigation at some point.
            // ---
            // CK note: Extra data is likely current equipment, playtime, etc.
            // All of that data is currently unaccounted for at the moment.

            context.SendPacket(0x11, 0x03, 0, writer.ToArray());
        }
开发者ID:Joslyn-Maddie,项目名称:PolarisServer,代码行数:47,代码来源:CharacterList.cs

示例5: HandlePacket

        public override void HandlePacket(Client context, byte flags, byte[] data, uint position, uint size)
        {
            if (context.User == null)
                return;

            var writer = new PacketWriter();

            using (var db = new PolarisEf())
            {
                var chars = from c in db.Characters
                            where c.Player.PlayerId == context.User.PlayerId
                            select c;

                writer.Write((uint)chars.Count());

                foreach (var ch in chars)
                {
                    writer.Write((uint)ch.CharacterId);
                    writer.Write((uint)context.User.PlayerId);
                    for (var i = 0; i < 0xC; i++)
                        writer.Write((byte)0);

                    writer.WriteFixedLengthUtf16(ch.Name, 16);
                    writer.Write((uint)0);

                    writer.WriteStruct(ch.Looks);
                    writer.WriteStruct(ch.Jobs);
                    for (var i = 0; i < 0x44; i++)
                        writer.Write((byte)0);
                }
            }

            // Ninji note: This packet may be followed by extra data,
            // after a fixed-length array of character data structures.
            // Needs more investigation at some point.
            // ---
            // CK note: Extra data is likely current equipment, playtime, etc.
            // All of that data is currently unaccounted for at the moment.

            context.SendPacket(0x11, 0x03, 0, writer.ToArray());
        }
开发者ID:Zenohate,项目名称:PolarisServer,代码行数:41,代码来源:CharacterList.cs


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