1068 lines
36 KiB
C#
1068 lines
36 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using Lidgren.Network;
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namespace CoopServer
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{
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internal partial class Packets
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{
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public class Handshake : Packet
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{
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public long NetHandle { get; set; }
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public string Username { get; set; }
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public string ModVersion { get; set; }
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public bool NPCsAllowed { get; set; }
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public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
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{
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#region PacketToNetOutGoingMessage
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message.Write((byte)PacketTypes.Handshake);
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List<byte> byteArray = new List<byte>();
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// Write NetHandle
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byteArray.AddRange(BitConverter.GetBytes(NetHandle));
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// Write Username
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byte[] usernameBytes = Encoding.UTF8.GetBytes(Username);
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byteArray.AddRange(BitConverter.GetBytes(usernameBytes.Length));
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byteArray.AddRange(usernameBytes);
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// Write ModVersion
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byte[] modVersionBytes = Encoding.UTF8.GetBytes(ModVersion);
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byteArray.AddRange(BitConverter.GetBytes(modVersionBytes.Length));
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byteArray.AddRange(modVersionBytes);
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// Write NpcsAllowed
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byteArray.Add(NPCsAllowed ? (byte)0x01 : (byte)0x00);
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byte[] result = byteArray.ToArray();
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message.Write(result.Length);
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message.Write(result);
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#endregion
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}
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public override void NetIncomingMessageToPacket(byte[] array)
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{
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#region NetIncomingMessageToPacket
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BitReader reader = new BitReader(array);
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// Read player netHandle
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NetHandle = reader.ReadLong();
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// Read Username
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int usernameLength = reader.ReadInt();
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Username = reader.ReadString(usernameLength);
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// Read ModVersion
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int modVersionLength = reader.ReadInt();
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ModVersion = reader.ReadString(modVersionLength);
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// Read NPCsAllowed
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NPCsAllowed = reader.ReadBool();
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#endregion
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}
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}
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public class PlayerConnect : Packet
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{
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public long NetHandle { get; set; }
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public string Username { get; set; }
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public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
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{
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#region PacketToNetOutGoingMessage
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message.Write((byte)PacketTypes.PlayerConnect);
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List<byte> byteArray = new List<byte>();
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// Write NetHandle
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byteArray.AddRange(BitConverter.GetBytes(NetHandle));
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// Get Username bytes
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byte[] usernameBytes = Encoding.UTF8.GetBytes(Username);
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// Write UsernameLength
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byteArray.AddRange(BitConverter.GetBytes(usernameBytes.Length));
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// Write Username
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byteArray.AddRange(usernameBytes);
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byte[] result = byteArray.ToArray();
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message.Write(result.Length);
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message.Write(result);
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#endregion
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}
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public override void NetIncomingMessageToPacket(byte[] array)
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{
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#region NetIncomingMessageToPacket
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BitReader reader = new BitReader(array);
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// Read player netHandle
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NetHandle = reader.ReadLong();
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// Read Username
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int usernameLength = reader.ReadInt();
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Username = reader.ReadString(usernameLength);
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#endregion
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}
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}
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public class PlayerDisconnect : Packet
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{
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public long NetHandle { get; set; }
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public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
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{
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#region PacketToNetOutGoingMessage
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message.Write((byte)PacketTypes.PlayerDisconnect);
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List<byte> byteArray = new List<byte>();
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byteArray.AddRange(BitConverter.GetBytes(NetHandle));
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byte[] result = byteArray.ToArray();
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message.Write(result.Length);
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message.Write(result);
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#endregion
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}
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public override void NetIncomingMessageToPacket(byte[] array)
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{
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#region NetIncomingMessageToPacket
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BitReader reader = new BitReader(array);
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NetHandle = reader.ReadLong();
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#endregion
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}
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}
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public class FullSyncPlayer : Packet
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{
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public long NetHandle { get; set; }
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public int PedHandle { get; set; }
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public int Health { get; set; }
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public int ModelHash { get; set; }
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public LVector3 Position { get; set; }
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public LVector3 Rotation { get; set; }
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public Dictionary<byte, short> Clothes { get; set; }
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public LVector3 Velocity { get; set; }
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public byte Speed { get; set; }
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public LVector3 AimCoords { get; set; }
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public uint CurrentWeaponHash { get; set; }
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public Dictionary<uint, bool> WeaponComponents { get; set; }
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public ushort? Flag { get; set; }
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public float? Latency { get; set; }
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public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
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{
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#region PacketToNetOutGoingMessage
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message.Write((byte)PacketTypes.FullSyncPlayer);
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List<byte> byteArray = new List<byte>();
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// Write player netHandle
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byteArray.AddRange(BitConverter.GetBytes(NetHandle));
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// Write player ped handle
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byteArray.AddRange(BitConverter.GetBytes(PedHandle));
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// Write player health
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byteArray.AddRange(BitConverter.GetBytes(Health));
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// Write player flags
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byteArray.AddRange(BitConverter.GetBytes(Flag.Value));
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// Write player model hash
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byteArray.AddRange(BitConverter.GetBytes(ModelHash));
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// Write player position
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byteArray.AddRange(BitConverter.GetBytes(Position.X));
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byteArray.AddRange(BitConverter.GetBytes(Position.Y));
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byteArray.AddRange(BitConverter.GetBytes(Position.Z));
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// Write player rotation
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byteArray.AddRange(BitConverter.GetBytes(Rotation.X));
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byteArray.AddRange(BitConverter.GetBytes(Rotation.Y));
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byteArray.AddRange(BitConverter.GetBytes(Rotation.Z));
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// Write player clothes
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// Write the count of clothes
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byteArray.AddRange(BitConverter.GetBytes((ushort)Clothes.Count));
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// Loop the dictionary and add the values
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foreach (KeyValuePair<byte, short> cloth in Clothes)
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{
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byteArray.Add(cloth.Key);
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byteArray.AddRange(BitConverter.GetBytes(cloth.Value));
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}
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// Write player velocity
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byteArray.AddRange(BitConverter.GetBytes(Velocity.X));
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byteArray.AddRange(BitConverter.GetBytes(Velocity.Y));
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byteArray.AddRange(BitConverter.GetBytes(Velocity.Z));
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// Write player speed
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byteArray.Add(Speed);
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if (Flag.HasValue)
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{
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if ((Flag.Value & (byte)PedDataFlags.IsAiming) != 0 || (Flag.Value & (byte)PedDataFlags.IsShooting) != 0)
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{
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// Write player aim coords
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byteArray.AddRange(BitConverter.GetBytes(Rotation.X));
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byteArray.AddRange(BitConverter.GetBytes(Rotation.Y));
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byteArray.AddRange(BitConverter.GetBytes(Rotation.Z));
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}
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}
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// Write player weapon hash
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byteArray.AddRange(BitConverter.GetBytes(CurrentWeaponHash));
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// Write player weapon components
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if (WeaponComponents != null)
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{
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byteArray.Add(0x01);
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byteArray.AddRange(BitConverter.GetBytes((ushort)WeaponComponents.Count));
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foreach (KeyValuePair<uint, bool> component in WeaponComponents)
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{
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byteArray.AddRange(BitConverter.GetBytes(component.Key));
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byteArray.AddRange(BitConverter.GetBytes(component.Value));
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}
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}
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else
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{
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// Player weapon doesn't have any components
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byteArray.Add(0x00);
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}
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// Check if player latency has value
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if (Latency.HasValue)
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{
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// Write player latency
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byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
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}
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byte[] result = byteArray.ToArray();
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message.Write(result.Length);
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message.Write(result);
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#endregion
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}
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public override void NetIncomingMessageToPacket(byte[] array)
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{
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#region NetIncomingMessageToPacket
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BitReader reader = new BitReader(array);
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// Read player netHandle
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NetHandle = reader.ReadLong();
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// Read player pedHandle
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PedHandle = reader.ReadInt();
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// Read player health
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Health = reader.ReadInt();
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// Read player flag
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Flag = reader.ReadUShort();
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// Read player model hash
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ModelHash = reader.ReadInt();
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// Read player position
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Position = new LVector3()
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{
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X = reader.ReadFloat(),
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Y = reader.ReadFloat(),
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Z = reader.ReadFloat()
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};
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// Read player rotation
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Rotation = new LVector3()
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{
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X = reader.ReadFloat(),
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Y = reader.ReadFloat(),
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Z = reader.ReadFloat()
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};
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// Read player clothes
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// Create new Dictionary
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Clothes = new Dictionary<byte, short>();
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// Read the count of clothes
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ushort clothCount = reader.ReadUShort();
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// For clothCount
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for (ushort i = 0; i < clothCount; i++)
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{
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// Read cloth value
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Clothes.Add(reader.ReadByte(), reader.ReadShort());
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}
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// Read player velocity
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Velocity = new LVector3()
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{
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X = reader.ReadFloat(),
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Y = reader.ReadFloat(),
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Z = reader.ReadFloat()
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};
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// Read player speed
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Speed = reader.ReadByte();
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// Read player flag values
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if (Flag.HasValue)
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{
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if ((Flag.Value & (byte)PedDataFlags.IsAiming) != 0 || (Flag.Value & (byte)PedDataFlags.IsShooting) != 0)
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{
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AimCoords = new LVector3()
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{
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X = reader.ReadFloat(),
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Y = reader.ReadFloat(),
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Z = reader.ReadFloat()
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};
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}
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}
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// Read player weapon hash
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CurrentWeaponHash = reader.ReadUInt();
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// Read player weapon components
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if (reader.ReadBool())
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{
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WeaponComponents = new Dictionary<uint, bool>();
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ushort comCount = reader.ReadUShort();
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for (ushort i = 0; i < comCount; i++)
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{
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WeaponComponents.Add(reader.ReadUInt(), reader.ReadBool());
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}
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}
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// Try to read latency
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if (reader.CanRead(4))
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{
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// Read player latency
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Latency = reader.ReadFloat();
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}
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#endregion
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}
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}
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public class FullSyncPlayerVeh : Packet
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{
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public long NetHandle { get; set; }
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public int PedHandle { get; set; }
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public int Health { get; set; }
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public int VehicleHandle { get; set; }
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public int ModelHash { get; set; }
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public Dictionary<byte, short> Clothes { get; set; }
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public int VehModelHash { get; set; }
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public short VehSeatIndex { get; set; }
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public LVector3 Position { get; set; }
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public LQuaternion VehRotation { get; set; }
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public float VehEngineHealth { get; set; }
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public float VehRPM { get; set; }
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public LVector3 VehVelocity { get; set; }
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public float VehSpeed { get; set; }
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public float VehSteeringAngle { get; set; }
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public LVector3 VehAimCoords { get; set; }
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public byte[] VehColors { get; set; }
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public Dictionary<int, int> VehMods { get; set; }
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public VehicleDamageModel VehDamageModel { get; set; }
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public byte VehLandingGear { get; set; }
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public ushort? Flag { get; set; }
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public float? Latency { get; set; }
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public override void PacketToNetOutGoingMessage(NetOutgoingMessage message)
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{
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#region PacketToNetOutGoingMessage
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message.Write((byte)PacketTypes.FullSyncPlayerVeh);
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List<byte> byteArray = new List<byte>();
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// Write player netHandle
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byteArray.AddRange(BitConverter.GetBytes(NetHandle));
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// Write player ped handle
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byteArray.AddRange(BitConverter.GetBytes(PedHandle));
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// Write vehicles flags
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byteArray.AddRange(BitConverter.GetBytes(Flag.Value));
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// Write player health
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byteArray.AddRange(BitConverter.GetBytes(Health));
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// Write player ped handle
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byteArray.AddRange(BitConverter.GetBytes(VehicleHandle));
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// Write player model hash
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byteArray.AddRange(BitConverter.GetBytes(ModelHash));
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// Write player clothes
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// Write the count of clothes
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byteArray.AddRange(BitConverter.GetBytes((ushort)Clothes.Count));
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// Loop the dictionary and add the values
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foreach (KeyValuePair<byte, short> cloth in Clothes)
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{
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byteArray.Add(cloth.Key);
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byteArray.AddRange(BitConverter.GetBytes(cloth.Value));
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}
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// Write vehicle model hash
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byteArray.AddRange(BitConverter.GetBytes(VehModelHash));
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// Write player seat index
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byteArray.AddRange(BitConverter.GetBytes(VehSeatIndex));
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// Write vehicle position
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byteArray.AddRange(BitConverter.GetBytes(Position.X));
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byteArray.AddRange(BitConverter.GetBytes(Position.Y));
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byteArray.AddRange(BitConverter.GetBytes(Position.Z));
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// Write vehicle rotation
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byteArray.AddRange(BitConverter.GetBytes(VehRotation.X));
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byteArray.AddRange(BitConverter.GetBytes(VehRotation.Y));
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byteArray.AddRange(BitConverter.GetBytes(VehRotation.Z));
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byteArray.AddRange(BitConverter.GetBytes(VehRotation.W));
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// Write vehicle engine health
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byteArray.AddRange(BitConverter.GetBytes(VehEngineHealth));
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// Write vehicle rpm
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byteArray.AddRange(BitConverter.GetBytes(VehRPM));
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// Write vehicle velocity
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byteArray.AddRange(BitConverter.GetBytes(VehVelocity.X));
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byteArray.AddRange(BitConverter.GetBytes(VehVelocity.Y));
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byteArray.AddRange(BitConverter.GetBytes(VehVelocity.Z));
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// Write vehicle speed
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byteArray.AddRange(BitConverter.GetBytes(VehSpeed));
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// Write vehicle steering angle
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byteArray.AddRange(BitConverter.GetBytes(VehSteeringAngle));
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// Check
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if (Flag.HasValue)
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{
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if ((Flag.Value & (ushort)VehicleDataFlags.OnTurretSeat) != 0)
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{
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// Write player aim coords
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byteArray.AddRange(BitConverter.GetBytes(VehAimCoords.X));
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byteArray.AddRange(BitConverter.GetBytes(VehAimCoords.Y));
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byteArray.AddRange(BitConverter.GetBytes(VehAimCoords.Z));
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}
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if ((Flag.Value & (ushort)VehicleDataFlags.IsPlane) != 0)
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{
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// Write the vehicle landing gear
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byteArray.AddRange(BitConverter.GetBytes(VehLandingGear));
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}
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}
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// Write vehicle colors
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byteArray.Add(VehColors[0]);
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byteArray.Add(VehColors[1]);
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// Write vehicle mods
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// Write the count of mods
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byteArray.AddRange(BitConverter.GetBytes((short)VehMods.Count));
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// Loop the dictionary and add the values
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foreach (KeyValuePair<int, int> mod in VehMods)
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{
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// Write the mod value
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byteArray.AddRange(BitConverter.GetBytes(mod.Key));
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byteArray.AddRange(BitConverter.GetBytes(mod.Value));
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}
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if (!VehDamageModel.Equals(default(VehicleDamageModel)))
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{
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// Write boolean = true
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byteArray.Add(0x01);
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// Write vehicle damage model
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byteArray.Add(VehDamageModel.BrokenDoors);
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byteArray.Add(VehDamageModel.BrokenWindows);
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byteArray.AddRange(BitConverter.GetBytes(VehDamageModel.BurstedTires));
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byteArray.AddRange(BitConverter.GetBytes(VehDamageModel.PuncturedTires));
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}
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else
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{
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// Write boolean = false
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byteArray.Add(0x00);
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}
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// Check if player latency has value
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if (Latency.HasValue)
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{
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// Write player latency
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byteArray.AddRange(BitConverter.GetBytes(Latency.Value));
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}
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byte[] result = byteArray.ToArray();
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message.Write(result.Length);
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message.Write(result);
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#endregion
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}
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public override void NetIncomingMessageToPacket(byte[] array)
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{
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#region NetIncomingMessageToPacket
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BitReader reader = new BitReader(array);
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// Read player netHandle
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NetHandle = reader.ReadLong();
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// Read player ped handle
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PedHandle = reader.ReadInt();
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// Read vehicle flags
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Flag = reader.ReadUShort();
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// Read player health
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Health = reader.ReadInt();
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// Read player vehicle handle
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VehicleHandle = reader.ReadInt();
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// Read player model hash
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ModelHash = reader.ReadInt();
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// Read player clothes
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// Create new Dictionary
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Clothes = new Dictionary<byte, short>();
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// Read the count of clothes
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ushort clothCount = reader.ReadUShort();
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// For clothCount
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for (ushort i = 0; i < clothCount; i++)
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{
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// Read cloth value
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Clothes.Add(reader.ReadByte(), reader.ReadShort());
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}
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// Read vehicle model hash
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VehModelHash = reader.ReadInt();
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// Read player seat index
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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
|
|
}
|
|
}
|
|
}
|
|
}
|