PSO2SERVER/Server/Packets/PSOPackets/11-ClientPacket/11-03-CharacterListPacket.cs
2024-09-19 11:48:56 +08:00

117 lines
3.6 KiB
C#

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;
/// <summary>
/// Available characters.
/// </summary>
public Character[] Characters { get; set; }
//public Item[][] EquippedItems { get; set; } = new Item[10][];
/// <summary>
/// Character play times.
/// </summary>
public uint[] PlayTimes { get; set; } = new uint[30];
/// <summary>
/// Character deletion flags (flag, deletion timestamp).
/// </summary>
public (uint Flag, uint Timestamp)[] DeletionFlags { get; set; } = new (uint, uint)[30];
/// <summary>
/// Character ship transfer flags.
/// </summary>
public (uint Flag, uint Transfer)[] TransferFlags { get; set; } = new (uint, uint)[30];
/// <summary>
/// Account accessory flag (?).
/// </summary>
public ushort AccountAccessory { get; set; }
/// <summary>
/// Login survey flag.
/// </summary>
public uint LoginSurvey { get; set; }
/// <summary>
/// Ad flag (on global 12 star unit ad).
/// </summary>
public uint Ad { get; set; }
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(ch.CharacterId);
writer.Write(ch.player_id);
writer.Write(ch.unk1);
writer.Write(ch.voice_type);
writer.Write(ch.unk2);
writer.Write(ch.voice_pitch);
writer.WriteFixedLengthUtf16(ch.Name, 16);
writer.Write((uint)0);
writer.WriteStruct(ch.Looks);
writer.WriteStruct(ch.Jobs);
for (var i = 0; i < 0x90; i++)
writer.Write((byte)0);
}
}
return writer.ToArray();
}
public override PacketHeader GetHeader()
{
return new PacketHeader(0x11, 0x03, PacketFlags.None);
}
#endregion
}
}