PSO2SERVER/Server/Packets/PSOPackets/11-ClientPacket/11-03-CharacterListPacket.cs

82 lines
2.5 KiB
C#

using PSO2SERVER.Database;
using PSO2SERVER.Models;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
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: 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)3);
}
}
return writer.ToArray();
}
public override PacketHeader GetHeader()
{
return new PacketHeader(0x11, 0x03, PacketFlags.None);
}
#endregion
}
}