本文整理汇总了C#中System.IO.PacketReader.ReadFixedLengthAscii方法的典型用法代码示例。如果您正苦于以下问题:C# PacketReader.ReadFixedLengthAscii方法的具体用法?C# PacketReader.ReadFixedLengthAscii怎么用?C# PacketReader.ReadFixedLengthAscii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类System.IO.PacketReader
的用法示例。
在下文中一共展示了PacketReader.ReadFixedLengthAscii方法的4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: HandlePacket
public override void HandlePacket(Client context, byte flags, byte[] data, uint position, uint size)
{
var reader = new PacketReader(data, position, size);
reader.BaseStream.Seek(0x2C, SeekOrigin.Current);
var macCount = reader.ReadMagic(0x5E6, 107);
reader.BaseStream.Seek(0x1C * macCount, SeekOrigin.Current);
reader.BaseStream.Seek(0x138, SeekOrigin.Current);
var username = reader.ReadFixedLengthAscii(64);
var password = reader.ReadFixedLengthAscii(64);
// What am I doing here even
using (var db = new PolarisEf())
{
var users = from u in db.Players
where u.Username.ToLower().Equals(username.ToLower())
select u;
var error = "";
Player user;
if (!users.Any())
{
// Check if there is an empty field
if (string.IsNullOrWhiteSpace(username) || string.IsNullOrWhiteSpace(password))
{
error = "Username and password fields must not be empty.";
user = null;
}
// Check for special characters
else if (!Regex.IsMatch(username, "^[a-zA-Z0-9 ]*$", RegexOptions.IgnoreCase))
{
error = "Username must not contain special characters.\nPlease use letters and numbers only.";
user = null;
}
else // We're all good!
{
// Insert new player into database
user = new Player
{
Username = username.ToLower(),
Password = BCrypt.Net.BCrypt.HashPassword(password),
Nickname = username.ToLower(),
// Since we can't display the nickname prompt yet, just default it to the username
SettingsIni = File.ReadAllText("Resources/settings.txt")
};
db.Players.Add(user);
db.SaveChanges();
// context.SendPacket(0x11, 0x1e, 0x0, new byte[0x44]); // Request nickname
}
}
else
{
user = users.First();
if (!BCrypt.Net.BCrypt.Verify(password, user.Password))
{
error = "Incorrect password.";
user = null;
}
}
/* Mystery packet
var mystery = new PacketWriter();
mystery.Write((uint)100);
SendPacket(0x11, 0x49, 0, mystery.ToArray()); */
// Login response packet
context.SendPacket(new LoginDataPacket("Polaris Block 1", error, (user == null) ? (uint)0 : (uint)user.PlayerId));
if (user == null)
return;
// Settings packet
var settings = new PacketWriter();
settings.WriteAscii(user.SettingsIni, 0x54AF, 0x100);
context.SendPacket(0x2B, 2, 4, settings.ToArray());
context.User = user;
}
if (PolarisApp.Config.motd != "")
{
context.SendPacket(new SystemMessagePacket(PolarisApp.Config.motd, SystemMessagePacket.MessageType.AdminMessageInstant));
}
}
示例2: ImportNPCs
private void ImportNPCs(string[] args, int length, string full, Client client)
{
string zone = args[1];
string folder = args[2];
var packetList = Directory.GetFiles(folder);
Array.Sort(packetList);
List<NPC> newNPCs = new List<NPC>();
foreach (var path in packetList)
{
var data = File.ReadAllBytes(path);
PacketReader reader = new PacketReader(data);
PacketHeader header = reader.ReadStruct<PacketHeader>();
if (header.Type != 0x8 || header.Subtype != 0xC)
{
Logger.WriteWarning("[WRN] File {0} not an NPC spawn packet, skipping.", path);
continue;
}
NPC newNPC = new NPC();
newNPC.EntityID = (int)reader.ReadStruct<ObjectHeader>().ID;
var pos = reader.ReadEntityPosition();
newNPC.RotX = pos.RotX;
newNPC.RotY = pos.RotY;
newNPC.RotZ = pos.RotZ;
newNPC.RotW = pos.RotW;
newNPC.PosX = pos.PosX;
newNPC.PosY = pos.PosY;
newNPC.PosZ = pos.PosZ;
reader.ReadInt16();
newNPC.NPCName = reader.ReadFixedLengthAscii(0x20);
newNPC.ZoneName = zone;
newNPCs.Add(newNPC);
Logger.WriteInternal("[NPC] Adding new NPC {0} to the database for zone {1}", newNPC.NPCName, zone);
}
using (var db = new PolarisEf())
{
db.NPCs.AddRange(newNPCs);
db.SaveChanges();
}
}
示例3: ImportObjects
private void ImportObjects(string[] args, int length, string full, Client client)
{
string zone = args[1];
string folder = args[2];
var packetList = Directory.GetFiles(folder);
Array.Sort(packetList);
List<GameObject> newObjects = new List<GameObject>();
foreach (var path in packetList)
{
var data = File.ReadAllBytes(path);
PacketReader reader = new PacketReader(data);
PacketHeader header = reader.ReadStruct<PacketHeader>();
if (header.Type != 0x8 || header.Subtype != 0xB)
{
Logger.WriteWarning("[WRN] File {0} not an Object spawn packet, skipping.", path);
continue;
}
GameObject newObj = new GameObject();
newObj.ObjectID = (int)reader.ReadStruct<ObjectHeader>().ID;
var pos = reader.ReadEntityPosition();
newObj.RotX = pos.RotX;
newObj.RotY = pos.RotY;
newObj.RotZ = pos.RotZ;
newObj.RotW = pos.RotW;
newObj.PosX = pos.PosX;
newObj.PosY = pos.PosY;
newObj.PosZ = pos.PosZ;
reader.ReadInt16();
newObj.ObjectName = reader.ReadFixedLengthAscii(0x2C);
var objHeader = reader.ReadStruct<ObjectHeader>(); // Seems to always be blank...
if (objHeader.ID != 0)
Logger.WriteWarning("[OBJ] It seems object {0} has a nonzero objHeader! ({1}) Investigate.", newObj.ObjectName, objHeader.ID);
newObj.ZoneName = zone;
var thingCount = reader.ReadUInt32();
newObj.ObjectFlags = new byte[thingCount * 4];
for (int i = 0; i < thingCount; i++)
{
Buffer.BlockCopy(BitConverter.GetBytes(reader.ReadUInt32()), 0, newObj.ObjectFlags, i * 4, 4); // This should work
}
newObjects.Add(newObj);
Logger.WriteInternal("[OBJ] Adding new Object {0} to the database for zone {1}", newObj.ObjectName, zone);
}
using (var db = new PolarisEf())
{
db.GameObjects.AddRange(newObjects);
db.SaveChanges();
}
}
示例4: FromPacketBin
internal static PSOObject FromPacketBin(byte[] v)
{
PacketReader reader = new PacketReader(v);
PSOObject obj = new PSOObject();
reader.ReadStruct<PacketHeader>(); //Skip over header
obj.Header = reader.ReadStruct<ObjectHeader>();
obj.Position = reader.ReadEntityPosition();
reader.ReadUInt16(); // Seek 2
obj.Name = reader.ReadFixedLengthAscii(0x34);
obj.ThingFlag = reader.ReadUInt32();
uint thingCount = reader.ReadUInt32();
obj.Things = new PSOObjectThing[thingCount];
for (int i = 0; i < thingCount; i++)
{
obj.Things[i] = reader.ReadStruct<PSOObjectThing>();
}
return obj;
}