RAGECOOP-V/Server/Packets/PlayerPackets.cs
2022-01-01 03:07:18 +01:00

1068 lines
36 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using Lidgren.Network;
namespace CoopServer
{
internal partial class Packets
{
public class Handshake : Packet
{
public long NetHandle { get; set; }
public string Username { get; set; }
public string ModVersion { get; set; }
public bool NPCsAllowed { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.Handshake);
List<byte> byteArray = new List<byte>();
// Write NetHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Write Username
byte[] usernameBytes = Encoding.UTF8.GetBytes(Username);
byteArray.AddRange(BitConverter.GetBytes(usernameBytes.Length));
byteArray.AddRange(usernameBytes);
// Write ModVersion
byte[] modVersionBytes = Encoding.UTF8.GetBytes(ModVersion);
byteArray.AddRange(BitConverter.GetBytes(modVersionBytes.Length));
byteArray.AddRange(modVersionBytes);
// Write NpcsAllowed
byteArray.Add(NPCsAllowed ? (byte)0x01 : (byte)0x00);
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read Username
int usernameLength = reader.ReadInt();
Username = reader.ReadString(usernameLength);
// Read ModVersion
int modVersionLength = reader.ReadInt();
ModVersion = reader.ReadString(modVersionLength);
// Read NPCsAllowed
NPCsAllowed = reader.ReadBool();
#endregion
}
}
public class PlayerConnect : Packet
{
public long NetHandle { get; set; }
public string Username { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.PlayerConnect);
List<byte> byteArray = new List<byte>();
// Write NetHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Get Username bytes
byte[] usernameBytes = Encoding.UTF8.GetBytes(Username);
// Write UsernameLength
byteArray.AddRange(BitConverter.GetBytes(usernameBytes.Length));
// Write Username
byteArray.AddRange(usernameBytes);
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read Username
int usernameLength = reader.ReadInt();
Username = reader.ReadString(usernameLength);
#endregion
}
}
public class PlayerDisconnect : Packet
{
public long NetHandle { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.PlayerDisconnect);
List<byte> byteArray = new List<byte>();
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
NetHandle = reader.ReadLong();
#endregion
}
}
public class FullSyncPlayer : Packet
{
public long NetHandle { get; set; }
public int PedHandle { get; set; }
public int Health { get; set; }
public int ModelHash { get; set; }
public LVector3 Position { get; set; }
public LVector3 Rotation { get; set; }
public Dictionary<byte, short> Clothes { get; set; }
public LVector3 Velocity { get; set; }
public byte Speed { get; set; }
public LVector3 AimCoords { get; set; }
public uint CurrentWeaponHash { get; set; }
public Dictionary<uint, bool> WeaponComponents { get; set; }
public ushort? Flag { get; set; }
public float? Latency { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.FullSyncPlayer);
List<byte> byteArray = new List<byte>();
// Write player netHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Write player ped handle
byteArray.AddRange(BitConverter.GetBytes(PedHandle));
// Write player health
byteArray.AddRange(BitConverter.GetBytes(Health));
// Write player flags
byteArray.AddRange(BitConverter.GetBytes(Flag.Value));
// Write player model hash
byteArray.AddRange(BitConverter.GetBytes(ModelHash));
// Write player position
byteArray.AddRange(BitConverter.GetBytes(Position.X));
byteArray.AddRange(BitConverter.GetBytes(Position.Y));
byteArray.AddRange(BitConverter.GetBytes(Position.Z));
// Write player rotation
byteArray.AddRange(BitConverter.GetBytes(Rotation.X));
byteArray.AddRange(BitConverter.GetBytes(Rotation.Y));
byteArray.AddRange(BitConverter.GetBytes(Rotation.Z));
// Write player clothes
// Write the count of clothes
byteArray.AddRange(BitConverter.GetBytes((ushort)Clothes.Count));
// Loop the dictionary and add the values
foreach (KeyValuePair<byte, short> cloth in Clothes)
{
byteArray.Add(cloth.Key);
byteArray.AddRange(BitConverter.GetBytes(cloth.Value));
}
// Write player velocity
byteArray.AddRange(BitConverter.GetBytes(Velocity.X));
byteArray.AddRange(BitConverter.GetBytes(Velocity.Y));
byteArray.AddRange(BitConverter.GetBytes(Velocity.Z));
// Write player speed
byteArray.Add(Speed);
if (Flag.HasValue)
{
if ((Flag.Value & (byte)PedDataFlags.IsAiming) != 0 || (Flag.Value & (byte)PedDataFlags.IsShooting) != 0)
{
// Write player aim coords
byteArray.AddRange(BitConverter.GetBytes(Rotation.X));
byteArray.AddRange(BitConverter.GetBytes(Rotation.Y));
byteArray.AddRange(BitConverter.GetBytes(Rotation.Z));
}
}
// Write player weapon hash
byteArray.AddRange(BitConverter.GetBytes(CurrentWeaponHash));
// Write player weapon components
if (WeaponComponents != null)
{
byteArray.Add(0x01);
byteArray.AddRange(BitConverter.GetBytes((ushort)WeaponComponents.Count));
foreach (KeyValuePair<uint, bool> component in WeaponComponents)
{
byteArray.AddRange(BitConverter.GetBytes(component.Key));
byteArray.AddRange(BitConverter.GetBytes(component.Value));
}
}
else
{
// Player weapon doesn't have any components
byteArray.Add(0x00);
}
// Check if player latency has value
if (Latency.HasValue)
{
// Write player latency
byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
}
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read player pedHandle
PedHandle = reader.ReadInt();
// Read player health
Health = reader.ReadInt();
// Read player flag
Flag = reader.ReadUShort();
// Read player model hash
ModelHash = reader.ReadInt();
// Read player position
Position = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player rotation
Rotation = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player clothes
// Create new Dictionary
Clothes = new Dictionary<byte, short>();
// Read the count of clothes
ushort clothCount = reader.ReadUShort();
// For clothCount
for (ushort i = 0; i < clothCount; i++)
{
// Read cloth value
Clothes.Add(reader.ReadByte(), reader.ReadShort());
}
// Read player velocity
Velocity = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player speed
Speed = reader.ReadByte();
// Read player flag values
if (Flag.HasValue)
{
if ((Flag.Value & (byte)PedDataFlags.IsAiming) != 0 || (Flag.Value & (byte)PedDataFlags.IsShooting) != 0)
{
AimCoords = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
}
}
// Read player weapon hash
CurrentWeaponHash = reader.ReadUInt();
// Read player weapon components
if (reader.ReadBool())
{
WeaponComponents = new Dictionary<uint, bool>();
ushort comCount = reader.ReadUShort();
for (ushort i = 0; i < comCount; i++)
{
WeaponComponents.Add(reader.ReadUInt(), reader.ReadBool());
}
}
// Try to read latency
if (reader.CanRead(4))
{
// Read player latency
Latency = reader.ReadFloat();
}
#endregion
}
}
public class FullSyncPlayerVeh : Packet
{
public long NetHandle { get; set; }
public int PedHandle { get; set; }
public int Health { get; set; }
public int VehicleHandle { get; set; }
public int ModelHash { get; set; }
public Dictionary<byte, short> Clothes { get; set; }
public int VehModelHash { get; set; }
public short VehSeatIndex { get; set; }
public LVector3 Position { get; set; }
public LQuaternion VehRotation { get; set; }
public float VehEngineHealth { get; set; }
public float VehRPM { get; set; }
public LVector3 VehVelocity { get; set; }
public float VehSpeed { get; set; }
public float VehSteeringAngle { get; set; }
public LVector3 VehAimCoords { get; set; }
public byte[] VehColors { get; set; }
public Dictionary<int, int> VehMods { get; set; }
public VehicleDamageModel VehDamageModel { get; set; }
public byte VehLandingGear { get; set; }
public ushort? Flag { get; set; }
public float? Latency { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.FullSyncPlayerVeh);
List<byte> byteArray = new List<byte>();
// Write player netHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Write player ped handle
byteArray.AddRange(BitConverter.GetBytes(PedHandle));
// Write vehicles flags
byteArray.AddRange(BitConverter.GetBytes(Flag.Value));
// Write player health
byteArray.AddRange(BitConverter.GetBytes(Health));
// Write player ped handle
byteArray.AddRange(BitConverter.GetBytes(VehicleHandle));
// Write player model hash
byteArray.AddRange(BitConverter.GetBytes(ModelHash));
// Write player clothes
// Write the count of clothes
byteArray.AddRange(BitConverter.GetBytes((ushort)Clothes.Count));
// Loop the dictionary and add the values
foreach (KeyValuePair<byte, short> cloth in Clothes)
{
byteArray.Add(cloth.Key);
byteArray.AddRange(BitConverter.GetBytes(cloth.Value));
}
// Write vehicle model hash
byteArray.AddRange(BitConverter.GetBytes(VehModelHash));
// Write player seat index
byteArray.AddRange(BitConverter.GetBytes(VehSeatIndex));
// Write vehicle position
byteArray.AddRange(BitConverter.GetBytes(Position.X));
byteArray.AddRange(BitConverter.GetBytes(Position.Y));
byteArray.AddRange(BitConverter.GetBytes(Position.Z));
// Write vehicle rotation
byteArray.AddRange(BitConverter.GetBytes(VehRotation.X));
byteArray.AddRange(BitConverter.GetBytes(VehRotation.Y));
byteArray.AddRange(BitConverter.GetBytes(VehRotation.Z));
byteArray.AddRange(BitConverter.GetBytes(VehRotation.W));
// Write vehicle engine health
byteArray.AddRange(BitConverter.GetBytes(VehEngineHealth));
// Write vehicle rpm
byteArray.AddRange(BitConverter.GetBytes(VehRPM));
// Write vehicle velocity
byteArray.AddRange(BitConverter.GetBytes(VehVelocity.X));
byteArray.AddRange(BitConverter.GetBytes(VehVelocity.Y));
byteArray.AddRange(BitConverter.GetBytes(VehVelocity.Z));
// Write vehicle speed
byteArray.AddRange(BitConverter.GetBytes(VehSpeed));
// Write vehicle steering angle
byteArray.AddRange(BitConverter.GetBytes(VehSteeringAngle));
// Check
if (Flag.HasValue)
{
if ((Flag.Value & (ushort)VehicleDataFlags.OnTurretSeat) != 0)
{
// Write player aim coords
byteArray.AddRange(BitConverter.GetBytes(VehAimCoords.X));
byteArray.AddRange(BitConverter.GetBytes(VehAimCoords.Y));
byteArray.AddRange(BitConverter.GetBytes(VehAimCoords.Z));
}
if ((Flag.Value & (ushort)VehicleDataFlags.IsPlane) != 0)
{
// Write the vehicle landing gear
byteArray.AddRange(BitConverter.GetBytes(VehLandingGear));
}
}
// Write vehicle colors
byteArray.Add(VehColors[0]);
byteArray.Add(VehColors[1]);
// Write vehicle mods
// Write the count of mods
byteArray.AddRange(BitConverter.GetBytes((short)VehMods.Count));
// Loop the dictionary and add the values
foreach (KeyValuePair<int, int> mod in VehMods)
{
// Write the mod value
byteArray.AddRange(BitConverter.GetBytes(mod.Key));
byteArray.AddRange(BitConverter.GetBytes(mod.Value));
}
if (!VehDamageModel.Equals(default(VehicleDamageModel)))
{
// Write boolean = true
byteArray.Add(0x01);
// Write vehicle damage model
byteArray.Add(VehDamageModel.BrokenDoors);
byteArray.Add(VehDamageModel.BrokenWindows);
byteArray.AddRange(BitConverter.GetBytes(VehDamageModel.BurstedTires));
byteArray.AddRange(BitConverter.GetBytes(VehDamageModel.PuncturedTires));
}
else
{
// Write boolean = false
byteArray.Add(0x00);
}
// Check if player latency has value
if (Latency.HasValue)
{
// Write player latency
byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
}
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read player ped handle
PedHandle = reader.ReadInt();
// Read vehicle flags
Flag = reader.ReadUShort();
// Read player health
Health = reader.ReadInt();
// Read player vehicle handle
VehicleHandle = reader.ReadInt();
// Read player model hash
ModelHash = reader.ReadInt();
// Read player clothes
// Create new Dictionary
Clothes = new Dictionary<byte, short>();
// Read the count of clothes
ushort clothCount = reader.ReadUShort();
// For clothCount
for (ushort i = 0; i < clothCount; i++)
{
// Read cloth value
Clothes.Add(reader.ReadByte(), reader.ReadShort());
}
// Read vehicle model hash
VehModelHash = reader.ReadInt();
// Read player seat index
VehSeatIndex = reader.ReadShort();
// Read vehicle position
Position = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read vehicle rotation
VehRotation = new LQuaternion()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat(),
W = reader.ReadFloat()
};
// Read vehicle engine health
VehEngineHealth = reader.ReadFloat();
// Read vehicle rpm
VehRPM = reader.ReadFloat();
// Read vehicle velocity
VehVelocity = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read vehicle speed
VehSpeed = reader.ReadFloat();
// Read vehicle steering angle
VehSteeringAngle = reader.ReadFloat();
// Check
if (Flag.HasValue)
{
if ((Flag.Value & (int)VehicleDataFlags.OnTurretSeat) != 0)
{
// Read vehicle aim coords
VehAimCoords = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
}
if ((Flag.Value & (int)VehicleDataFlags.IsPlane) != 0)
{
// Read vehicle landing gear
VehLandingGear = (byte)reader.ReadShort();
}
}
// Read vehicle colors
byte vehColor1 = reader.ReadByte();
byte vehColor2 = reader.ReadByte();
VehColors = new byte[] { vehColor1, vehColor2 };
// Read vehicle mods
// Create new Dictionary
VehMods = new Dictionary<int, int>();
// Read count of mods
short vehModCount = reader.ReadShort();
// Loop
for (int i = 0; i < vehModCount; i++)
{
// Read the mod value
VehMods.Add(reader.ReadInt(), reader.ReadInt());
}
if (reader.ReadBool())
{
// Read vehicle damage model
VehDamageModel = new VehicleDamageModel()
{
BrokenDoors = reader.ReadByte(),
BrokenWindows = reader.ReadByte(),
BurstedTires = reader.ReadUShort(),
PuncturedTires = reader.ReadUShort()
};
}
// Try to read latency
if (reader.CanRead(4))
{
// Read player latency
Latency = reader.ReadFloat();
}
#endregion
}
}
public class LightSyncPlayer : Packet
{
public long NetHandle { get; set; }
public int Health { get; set; }
public LVector3 Position { get; set; }
public LVector3 Rotation { get; set; }
public LVector3 Velocity { get; set; }
public byte Speed { get; set; }
public LVector3 AimCoords { get; set; }
public uint CurrentWeaponHash { get; set; }
public ushort? Flag { get; set; }
public float? Latency { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.LightSyncPlayer);
List<byte> byteArray = new List<byte>();
// Write player netHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Write player flags
byteArray.AddRange(BitConverter.GetBytes(Flag.Value));
// Write player health
byteArray.AddRange(BitConverter.GetBytes(Health));
// Write player position
byteArray.AddRange(BitConverter.GetBytes(Position.X));
byteArray.AddRange(BitConverter.GetBytes(Position.Y));
byteArray.AddRange(BitConverter.GetBytes(Position.Z));
// Write player rotation
byteArray.AddRange(BitConverter.GetBytes(Rotation.X));
byteArray.AddRange(BitConverter.GetBytes(Rotation.Y));
byteArray.AddRange(BitConverter.GetBytes(Rotation.Z));
// Write player velocity
byteArray.AddRange(BitConverter.GetBytes(Velocity.X));
byteArray.AddRange(BitConverter.GetBytes(Velocity.Y));
byteArray.AddRange(BitConverter.GetBytes(Velocity.Z));
// Write player speed
byteArray.Add(Speed);
// Write player weapon hash
byteArray.AddRange(BitConverter.GetBytes(CurrentWeaponHash));
if (Flag.HasValue && ((Flag.Value & (int)PedDataFlags.IsAiming) != 0 || (Flag.Value & (int)PedDataFlags.IsShooting) != 0))
{
// Write player aim coords
byteArray.AddRange(BitConverter.GetBytes(AimCoords.X));
byteArray.AddRange(BitConverter.GetBytes(AimCoords.Y));
byteArray.AddRange(BitConverter.GetBytes(AimCoords.Z));
}
// Check if player latency has value
if (Latency.HasValue)
{
// Write player latency
byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
}
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read player flags
Flag = reader.ReadUShort();
// Read player health
Health = reader.ReadInt();
// Read player position
Position = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player rotation
Rotation = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player velocity
Velocity = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player speed
Speed = reader.ReadByte();
// Read player weapon hash
CurrentWeaponHash = reader.ReadUInt();
// Try to read aim coords
if (Flag.HasValue && ((Flag.Value & (int)PedDataFlags.IsAiming) != 0 || (Flag.Value & (int)PedDataFlags.IsShooting) != 0))
{
// Read player aim coords
AimCoords = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
}
// Try to read latency
if (reader.CanRead(4))
{
// Read player latency
Latency = reader.ReadFloat();
}
#endregion
}
}
public class LightSyncPlayerVeh : Packet
{
public long NetHandle { get; set; }
public int Health { get; set; }
public int VehModelHash { get; set; }
public short VehSeatIndex { get; set; }
public LVector3 Position { get; set; }
public LQuaternion VehRotation { get; set; }
public LVector3 VehVelocity { get; set; }
public float VehSpeed { get; set; }
public float VehSteeringAngle { get; set; }
public LVector3 AimCoords { get; set; }
public ushort? Flag { get; set; }
public float? Latency { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.LightSyncPlayerVeh);
List<byte> byteArray = new List<byte>();
// Write player netHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Write vehicle flags
byteArray.AddRange(BitConverter.GetBytes(Flag.Value));
// Write player health
byteArray.AddRange(BitConverter.GetBytes(Health));
// Write vehicle model hash
byteArray.AddRange(BitConverter.GetBytes(VehModelHash));
// Write player seat index
byteArray.AddRange(BitConverter.GetBytes(VehSeatIndex));
// Write vehicle position
byteArray.AddRange(BitConverter.GetBytes(Position.X));
byteArray.AddRange(BitConverter.GetBytes(Position.Y));
byteArray.AddRange(BitConverter.GetBytes(Position.Z));
// Write vehicle rotation
byteArray.AddRange(BitConverter.GetBytes(VehRotation.X));
byteArray.AddRange(BitConverter.GetBytes(VehRotation.Y));
byteArray.AddRange(BitConverter.GetBytes(VehRotation.Z));
byteArray.AddRange(BitConverter.GetBytes(VehRotation.W));
// Write vehicle velocity
byteArray.AddRange(BitConverter.GetBytes(VehVelocity.X));
byteArray.AddRange(BitConverter.GetBytes(VehVelocity.Y));
byteArray.AddRange(BitConverter.GetBytes(VehVelocity.Z));
// Write vehicle speed
byteArray.AddRange(BitConverter.GetBytes(VehSpeed));
// Write vehicle steering angle
byteArray.AddRange(BitConverter.GetBytes(VehSteeringAngle));
// Check
if (Flag.HasValue)
{
if ((Flag.Value & (ushort)VehicleDataFlags.OnTurretSeat) != 0)
{
// Write player aim coords
byteArray.AddRange(BitConverter.GetBytes(AimCoords.X));
byteArray.AddRange(BitConverter.GetBytes(AimCoords.Y));
byteArray.AddRange(BitConverter.GetBytes(AimCoords.Z));
}
}
// Check if player latency has value
if (Latency.HasValue)
{
// Write player latency
byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
}
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read player flags
Flag = reader.ReadUShort();
// Read player health
Health = reader.ReadInt();
// Read vehicle model hash
VehModelHash = reader.ReadInt();
// Read player seat index
VehSeatIndex = reader.ReadShort();
// Read player position
Position = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read vehicle rotation
VehRotation = new LQuaternion()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat(),
W = reader.ReadFloat()
};
// Read vehicle velocity
VehVelocity = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read vehicle speed
VehSpeed = reader.ReadFloat();
// Read vehicle steering angle
VehSteeringAngle = reader.ReadFloat();
// Check
if (Flag.HasValue)
{
if ((Flag.Value & (ushort)VehicleDataFlags.OnTurretSeat) != 0)
{
AimCoords = new LVector3()
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
}
}
// Try to read latency
if (reader.CanRead(4))
{
// Read player latency
Latency = reader.ReadFloat();
}
#endregion
}
}
public class SuperLightSync : Packet
{
public long NetHandle { get; set; }
public LVector3 Position { get; set; }
public float? Latency { get; set; }
public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketTypes.SuperLightSync);
List<byte> byteArray = new List<byte>();
// Write player netHandle
byteArray.AddRange(BitConverter.GetBytes(NetHandle));
// Write player position
byteArray.AddRange(BitConverter.GetBytes(Position.X));
byteArray.AddRange(BitConverter.GetBytes(Position.Y));
byteArray.AddRange(BitConverter.GetBytes(Position.Z));
// Write player latency
if (Latency.HasValue)
{
byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
}
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void NetIncomingMessageToPacket(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
NetHandle = reader.ReadLong();
// Read player position
Position = new LVector3
{
X = reader.ReadFloat(),
Y = reader.ReadFloat(),
Z = reader.ReadFloat()
};
// Read player latency
if (reader.CanRead(4))
{
Latency = reader.ReadFloat();
}
#endregion
}
}
}
}