PSO2SERVER/Server/Packets/Handlers/CharacterList.cs
2024-09-11 17:13:00 +08:00

61 lines
2.1 KiB
C#

using PSO2SERVER.Database;
using System.Linq;
namespace PSO2SERVER.Packets.Handlers
{
[PacketHandlerAttr(0x11, 0x02)]
public class CharacterList : PacketHandler
{
#region implemented abstract members of PacketHandler
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 ServerEf())
{
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());
}
#endregion
}
}