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Packet.cs
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using GameServerCore.Content;
using GameServerCore.Domain.GameObjects;
using GameServerCore.Packets.PacketDefinitions;
using PacketDefinitions420.PacketDefinitions;
using System;
using System.Collections.Generic;
using System.Text;
namespace PacketDefinitions420
{
public class Packet : IPacket
{
protected List<byte> _bytes = new List<byte>();
public Packet(PacketCmd cmd)
{
Write((byte)cmd);
}
public byte[] GetBytes()
{
return _bytes.ToArray();
}
public void Fill(byte data, int length)
{
if (length <= 0)
{
return;
}
var arr = new byte[length];
for (var i = 0; i < length; ++i)
{
arr[i] = data;
}
Write(arr);
}
public void Write(bool b)
{
Write((byte)(b ? 1u : 0u));
}
public void Write(byte b)
{
_bytes.Add(b);
}
public void Write(byte[] b)
{
_bytes.AddRange(b);
}
public void Write(short s)
{
var arr = new byte[2];
for (var i = 0; i < 2; i++)
{
arr[i] = (byte)(s >> (i * 8));
}
Write(arr);
}
public void Write(ushort s)
{
var arr = new byte[2];
for (var i = 0; i < 2; i++)
{
arr[i] = (byte)(s >> (i * 8));
}
Write(arr);
}
public void Write(int n)
{
var arr = new byte[4];
for (var i = 0; i < 4; i++)
{
arr[i] = (byte)(n >> (i * 8));
}
Write(arr);
}
public void Write(uint n)
{
var arr = new byte[4];
for (var i = 0; i < 4; i++)
{
arr[i] = (byte)(n >> (i * 8));
}
Write(arr);
}
public void Write(long l)
{
var arr = new byte[8];
for (var i = 0; i < 8; i++)
{
arr[i] = (byte)(l >> (i * 8));
}
Write(arr);
}
public void Write(ulong l)
{
var arr = new byte[8];
for (var i = 0; i < 8; i++)
{
arr[i] = (byte)(l >> (i * 8));
}
Write(arr);
}
public void Write(float f)
{
Write(BitConverter.GetBytes(f));
}
public void Write(double d)
{
Write(BitConverter.GetBytes(d));
}
public void Write(string s)
{
Write(Encoding.UTF8.GetBytes(s));
}
public void WriteConstLengthString(string str, int length, bool overrideMaxLength = false)
{
if (str.Length > length && !overrideMaxLength)
{
str = str.Substring(0, length);
}
Write(str);
Fill(0, length - str.Length);
}
public void WriteStringHash(string str)
{
Write(HashFunctions.HashString(str));
}
public void WriteNetId(IGameObject obj)
{
if (obj == null)
{
Write(0u);
}
else
{
Write(obj.NetId);
}
}
}
}