using PSO2SERVER.Database; using PSO2SERVER.Models; using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Remoting.Contexts; using System.Text; namespace PSO2SERVER.Packets.PSOPackets { public class CharacterListPacket : Packet { // 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. //忍者注意:这个包后面可能有额外的数据, //在固定长度的字符数据结构数组之后。 //需要更多的调查。 // --- // CK注:额外的数据可能是当前设备,游戏时间等。 //所有这些数据目前都是未知的。 private int _PlayerId; public CharacterListPacket(int PlayerId) { _PlayerId = PlayerId; } #region implemented abstract members of Packet public override byte[] Build() { var writer = new PacketWriter(); using (var db = new ServerEf()) { var chars = db.Characters .Where(w => w.Player.PlayerId == _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)_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: 第4集之前创造的外观似乎不再有效了 writer.WriteStruct(ch.Jobs); for (var i = 0; i < 0xFC; i++) writer.Write((byte)0); } } return writer.ToArray(); } public override PacketHeader GetHeader() { return new PacketHeader(0x11, 0x03, PacketFlags.None); } #endregion } }