Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.
Finding 2 (row names center-aligned, retail is left): the character
row template (LayoutDesc 0x21000004, element 0x100003A5, live-DAT
confirmed HJustify=Left with three stateful Type-3 highlight-art
children and no Type-12 caption child) authors its OWN justify
directly, with no separate text child to lift a label from.
DatWidgetFactory.BuildButton's Left-justify branch required
!ReferenceEquals(labelInfo, info) — true only when a label was LIFTED
from a distinct child — so a button's own direct HJustify=Left was
silently dropped to UiButton's Center default. Widened the branch to
also honor the direct case, preserving the existing lifted-child
LabelOffsetX behavior and leaving genuinely-centered buttons
(CREATE/ENTER/DELETE/RESTORE) untouched.
Finding 3 (World box empty): parsed ACE's GameMessageServerName
(opcode 0xF7E1, ACE.Server/Network/GameMessages/Messages/
GameMessageServerName.cs; retail CM_Login::DispatchUI_WorldInfo
@0x006ad860 -> ClientUISystem::Handle_Login__WorldInfo@0x005641a0 ->
ECM_Login::SendNotice_WorldName@0x00692b10, notice 0x186a2, consumed
by gmCharacterManagementUI::UpdateWorldName@0x004ec120 /
RecvNotice_WorldName@0x004ec360 onto element 0x1000039B) as
src/AcDream.Core.Net/Messages/ServerName.cs, cross-checked against
holtburger's ServerNameData. WorldSession.ServerNameReceived fires
alongside CharacterListReceived (ACE sends both in one
SendConnectResponse batch); RuntimeCharacterSelectionState.
ApplyWorldName is the new J-owner field (ungated by lifecycle, since
either message can arrive first); CharacterManagementUiController
binds it onto the WorldTextElementId UiText. Per the LA1 status
vocabulary, the characterList STATUS event's worldName field is
intentionally NOT added this round (kept bounded to the client-side
fix) — a follow-up if the launcher UI wants it.
Also corrects AD-44, discovered stale while filing AD-99: its opening
claim ("acdream has no retained character-management screen") was
false as of this session — LA7/LA8 shipped the screen in earlier
commits without updating this row.
Tests: exit-confirm open/cancel/confirm/re-entry-guard flow;
DatWidgetFactory own-HJustify-Left/Center regression tests plus the
live-DAT pinned row-justify assertion; ServerName parse round-trip
(byte-exact vs ACE's AceWireWriter fixture, truncation/wrong-opcode
cases); WorldSession dispatch test (roster+world in one wire batch);
RuntimeCharacterSelectionState.ApplyWorldName tests (order-independent
of ApplyRoster, unchanged-value no-op, Reset clears); controller test
binding the World text element to the live snapshot. Extended the
shared RetailDialogFactoryTests.BuildDialogLayout test fixture with a
Confirmation-type branch (Accept/Reject buttons) since this is its
first RetailDialogType.Confirmation consumer.
Suites: full solution Release build green; AcDream.App.Tests 5100/6
skips, AcDream.Core.Net.Tests 965/0, AcDream.Runtime.Tests 1665/0, all
Release, 0 failures; live-DAT probes (ACDREAM_PROBE_LIVE_MOUNT=1)
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
282 lines
9.4 KiB
C#
282 lines
9.4 KiB
C#
using System.Buffers.Binary;
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using System.Net;
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using System.Reflection;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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using AcDream.Core.Net.Tests.Transport;
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namespace AcDream.Core.Net.Tests;
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public sealed class WorldSessionCharacterSelectionTests
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{
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private sealed class NullTransport : IWorldSessionTransport
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{
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public void Send(ReadOnlySpan<byte> datagram) { }
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public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram) { }
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public int Receive(
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Span<byte> destination,
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TimeSpan timeout,
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out IPEndPoint? from)
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{
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from = null;
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return -1;
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}
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public ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination,
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CancellationToken cancellationToken) =>
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ValueTask.FromCanceled<NetReceiveResult>(cancellationToken);
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public void Dispose() { }
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}
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[Fact]
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public void CharacterManagementSends_UseRetailQueuesAndExactBodies()
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{
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using var session = CreateSession();
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var sent = new List<(byte[] Body, GameMessageGroup Queue)>();
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session.GameMessageCapture =
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(body, queue) => sent.Add((body, queue));
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session.SendDeleteCharacter("Canonical", activeIndex: 3);
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session.SendRestoreCharacter(0x50000001u);
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Assert.Collection(
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sent,
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delete =>
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{
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Assert.Equal(GameMessageGroup.LoginQueue, delete.Queue);
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Assert.Equal(
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CharacterDelete.BuildRequestBody("Canonical", 3u),
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delete.Body);
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},
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restore =>
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{
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Assert.Equal(GameMessageGroup.ControlQueue, restore.Queue);
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Assert.Equal(
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CharacterRestore.BuildRequestBody(0x50000001u),
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restore.Body);
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});
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}
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[Fact]
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public void UiQueueReplies_DispatchInWireOrderAndRosterRefreshReplacesCharacters()
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{
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using var session = CreateSession();
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var events = new List<string>();
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session.CharacterListReceived += roster =>
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events.Add($"roster:{roster.Characters[0].SecondsGreyedOut}");
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session.CharacterDeleteAcknowledged += () => events.Add("delete");
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session.CharacterRestoreReceived += restore =>
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events.Add($"restore:{restore.Guid:X8}");
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session.CharacterErrorReceived += error =>
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events.Add($"error:{error.RawErrorCode:X}");
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byte[] packet = BuildPacket(
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BuildRoster(secondsGreyedOut: 0u),
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BitConverter.GetBytes(CharacterDelete.Opcode),
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BuildRestoreResponse(),
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BuildCharacterError(CharacterError.Code.Delete),
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BuildRoster(secondsGreyedOut: 1u));
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InvokeProcessDatagram(session, packet);
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Assert.Equal(
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[
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"roster:0",
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"delete",
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"restore:50000001",
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"error:6",
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"roster:1",
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],
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events);
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CharacterList.Character current =
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Assert.Single(session.Characters!.Characters);
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Assert.Equal(1u, current.SecondsGreyedOut);
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}
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[Fact]
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public void ServerName_Dispatches_AndPopulatesServerInfo()
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{
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// Campaign LA gate round 2 finding 3: ACE's SendConnectResponse
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// enqueues CharacterList then ServerName in the same batch
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// (AuthenticationHandler.cs:257-261) — assert both arrive, in wire
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// order, through the same UIQueue dispatch path.
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using var session = CreateSession();
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var events = new List<string>();
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session.CharacterListReceived += _ => events.Add("roster");
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session.ServerNameReceived += info => events.Add($"world:{info.WorldName}");
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byte[] packet = BuildPacket(
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BuildRoster(secondsGreyedOut: 0u),
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BuildServerName("sawato", currentConnections: 3, maxConnections: 100));
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InvokeProcessDatagram(session, packet);
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Assert.Equal(["roster", "world:sawato"], events);
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Assert.NotNull(session.ServerInfo);
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Assert.Equal("sawato", session.ServerInfo!.Value.WorldName);
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Assert.Equal(3, session.ServerInfo!.Value.CurrentConnections);
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Assert.Equal(100, session.ServerInfo!.Value.MaxConnections);
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}
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[Fact]
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public void ImmediateEnterWorld_IgnoresNumErrorsSentinelBeforeServerReady()
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{
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var transport = new FakeAceTransport
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{
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AutoReplyServerReady = false,
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};
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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transport);
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int errors = 0;
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session.CharacterErrorReceived += _ => errors++;
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ConfigureSentinelThenServerReady(transport);
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session.Connect(
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FakeAceTransport.DefaultAccountName,
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"testpassword",
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TimeSpan.FromSeconds(5));
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session.EnterWorld(0, TimeSpan.FromSeconds(5));
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Assert.Equal(WorldSession.State.InWorld, session.CurrentState);
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Assert.Equal(0, errors);
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}
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[Fact]
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public void PausedEnterWorld_IgnoresNumErrorsSentinelBeforeServerReady()
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{
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var transport = new FakeAceTransport
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{
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AutoReplyServerReady = false,
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};
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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transport);
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int errors = 0;
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session.CharacterErrorReceived += _ => errors++;
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ConfigureSentinelThenServerReady(transport);
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session.Connect(
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FakeAceTransport.DefaultAccountName,
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"testpassword",
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TimeSpan.FromSeconds(5));
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session.StartCharacterSelectionReceive();
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session.EnterWorld(0, TimeSpan.FromSeconds(5));
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Assert.Equal(WorldSession.State.InWorld, session.CurrentState);
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Assert.Equal(0, errors);
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}
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private static WorldSession CreateSession() =>
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new(
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new IPEndPoint(IPAddress.Loopback, 9000),
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new NullTransport());
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private static void ConfigureSentinelThenServerReady(
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FakeAceTransport transport)
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{
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transport.Model.MessageDispatched += body =>
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{
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if (BinaryPrimitives.ReadUInt32LittleEndian(body)
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!= CharacterEnterWorld.EnterWorldRequestOpcode)
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{
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return;
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}
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transport.Model.EnqueueGameMessage(
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BuildCharacterError(CharacterError.Code.NumErrors),
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GameMessageGroup.UIQueue);
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transport.Model.EnqueueGameMessage(
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BitConverter.GetBytes(0xF7DFu),
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GameMessageGroup.UIQueue);
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};
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}
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private static byte[] BuildRoster(uint secondsGreyedOut)
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{
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var writer = new PacketWriter(96);
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writer.WriteUInt32(CharacterList.Opcode);
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writer.WriteUInt32(0u);
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writer.WriteUInt32(1u);
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writer.WriteUInt32(0x50000001u);
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writer.WriteString16L("Character");
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writer.WriteUInt32(secondsGreyedOut);
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writer.WriteUInt32(0u);
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writer.WriteUInt32(11u);
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writer.WriteString16L("Canonical");
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writer.WriteUInt32(1u);
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writer.WriteUInt32(1u);
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return writer.ToArray();
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}
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private static byte[] BuildServerName(
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string worldName,
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int currentConnections,
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int maxConnections)
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{
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var writer = new PacketWriter(64);
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writer.WriteUInt32(ServerName.Opcode);
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writer.WriteUInt32(unchecked((uint)currentConnections));
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writer.WriteUInt32(unchecked((uint)maxConnections));
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writer.WriteString16L(worldName);
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return writer.ToArray();
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}
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private static byte[] BuildRestoreResponse()
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{
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var writer = new PacketWriter(64);
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writer.WriteUInt32(CharacterRestore.ResponseOpcode);
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writer.WriteUInt32(1u);
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writer.WriteUInt32(0x50000001u);
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writer.WriteString16L("Character");
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writer.WriteUInt32(0u);
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return writer.ToArray();
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}
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private static byte[] BuildCharacterError(CharacterError.Code error)
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{
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byte[] body = new byte[8];
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BinaryPrimitives.WriteUInt32LittleEndian(
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body,
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CharacterError.Opcode);
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BinaryPrimitives.WriteUInt32LittleEndian(
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body.AsSpan(4),
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(uint)error);
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return body;
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}
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private static byte[] BuildPacket(params byte[][] messages)
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{
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int length = messages.Sum(message =>
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MessageFragmentHeader.Size + message.Length);
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var fragments = new byte[length];
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int position = 0;
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uint sequence = 1u;
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foreach (byte[] message in messages)
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{
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position += GameMessageFragment.WriteSingleFragment(
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fragments.AsSpan(position),
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sequence++,
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GameMessageGroup.UIQueue,
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message);
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}
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return PacketCodec.Encode(
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new PacketHeader
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{
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Sequence = 1u,
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Flags = PacketHeaderFlags.BlobFragments,
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},
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fragments,
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outboundIsaac: null);
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}
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private static void InvokeProcessDatagram(
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WorldSession session,
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byte[] datagram)
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{
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MethodInfo method = typeof(WorldSession).GetMethod(
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"ProcessDatagram",
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BindingFlags.NonPublic | BindingFlags.Instance)!;
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method.Invoke(
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session,
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[new ReadOnlyMemory<byte>(datagram), null, true]);
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}
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}
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