acdream/src/AcDream.Core.Net/Messages/ClientCommandRequests.cs
Erik f7aa8e0eb7
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fix: complete retail parity stability pass
2026-08-28 20:01:39 +02:00

567 lines
26 KiB
C#

using System.Buffers.Binary;
using System.Text;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Wire builders for game actions initiated by retail client-owned chat
/// commands. Keeping this family separate from generic object interaction
/// makes the command boundary explicit while reusing the normal
/// <c>0xF7B1</c> game-action envelope.
/// </summary>
public static class ClientCommandRequests
{
public const uint MarketplaceOpcode = 0x028Du;
public const uint PkArenaOpcode = 0x0027u;
public const uint PkLiteArenaOpcode = 0x0026u;
public const uint EnterPkLiteOpcode = 0x028Fu;
public const uint HouseRecallOpcode = 0x0262u;
public const uint MansionRecallOpcode = 0x0278u;
public const uint QueryAgeOpcode = 0x01C2u;
public const uint QueryBirthOpcode = 0x01C4u;
public const uint ConfirmationResponseOpcode = 0x0275u;
public const uint SuicideOpcode = 0x0279u;
public const uint SetAfkModeOpcode = 0x000Fu;
public const uint SetAfkMessageOpcode = 0x0010u;
public const uint EmoteOpcode = 0x01DFu;
public const uint SoulEmoteOpcode = 0x01E1u;
public const uint AddFriendOpcode = 0x0018u;
public const uint AbandonContractOpcode = 0x0316u;
public const uint RemoveFriendOpcode = 0x0017u;
public const uint ClearFriendsOpcode = 0x0025u;
public const uint ModifyCharacterSquelchOpcode = 0x0058u;
public const uint ModifyAccountSquelchOpcode = 0x0059u;
public const uint ModifyGlobalSquelchOpcode = 0x005Bu;
public const uint ClearConsentOpcode = 0x0216u;
public const uint DisplayConsentOpcode = 0x0217u;
public const uint RemoveConsentOpcode = 0x0218u;
public const uint SetDesiredComponentLevelOpcode = 0x0224u;
public const uint AddSpellFavoriteOpcode = 0x01E3u;
public const uint RemoveSpellFavoriteOpcode = 0x01E4u;
public const uint SpellbookFilterOpcode = 0x0286u;
public const uint RemoveSpellOpcode = 0x01A8u;
public const uint LegacyFriendsOpcode = 0xF7CDu;
// Campaign CH slice CH4 (2026-08-09): command-registry completion.
// GameActionType opcodes cross-checked against ACE
// (Source/ACE.Server/Network/GameAction/GameActionType.cs) — ACE's
// numbering is the same wire protocol retail uses, matching this
// file's existing cross-check convention (see ClientCommandRequests
// class doc). Each handler's payload shape was read directly from
// ACE's GameAction Actions/*.cs reader (cited per-method below) rather
// than guessed.
public const uint IndexChannelsOpcode = 0x0149u;
public const uint ListChannelsOpcode = 0x0148u;
public const uint AddChannelOpcode = 0x0145u;
public const uint RemoveChannelOpcode = 0x0146u;
public const uint RecallAllegianceHometownOpcode = 0x02ABu;
public const uint AllegianceInfoRequestOpcode = 0x027Bu;
public const uint ListAvailableHousesOpcode = 0x0270u;
public const uint AddPlayerPermissionOpcode = 0x0219u;
public const uint RemovePlayerPermissionOpcode = 0x021Au;
public const uint AbandonHouseOpcode = 0x021Fu;
public const uint QueryAllegianceNameOpcode = 0x0030u;
public const uint ClearAllegianceNameOpcode = 0x0031u;
public const uint SetAllegianceNameOpcode = 0x0033u;
public const uint SetAllegianceOfficerOpcode = 0x003Bu;
public const uint SetAllegianceOfficerTitleOpcode = 0x003Cu;
public const uint ListAllegianceOfficerTitlesOpcode = 0x003Du;
public const uint ClearAllegianceOfficerTitlesOpcode = 0x003Eu;
public const uint DoAllegianceLockActionOpcode = 0x003Fu;
public const uint SetAllegianceApprovedVassalOpcode = 0x0040u;
public const uint AllegianceChatGagOpcode = 0x0041u;
public const uint DoAllegianceHouseActionOpcode = 0x0042u;
public const uint AddPermanentGuestOpcode = 0x0245u;
public const uint RemovePermanentGuestOpcode = 0x0246u;
public const uint SetOpenHouseStatusOpcode = 0x0247u;
public const uint ChangeStoragePermissionOpcode = 0x0249u;
public const uint BootSpecificHouseGuestOpcode = 0x024Au;
public const uint RemoveAllStoragePermissionOpcode = 0x024Cu;
public const uint RequestFullGuestListOpcode = 0x024Du;
public const uint SetMotdOpcode = 0x0254u;
public const uint QueryMotdOpcode = 0x0255u;
public const uint ClearMotdOpcode = 0x0256u;
public const uint AddAllStoragePermissionOpcode = 0x025Cu;
public const uint RemoveAllPermanentGuestsOpcode = 0x025Eu;
public const uint BootEveryoneOpcode = 0x025Fu;
public const uint SetHooksVisibilityOpcode = 0x0266u;
public const uint ModifyAllegianceGuestPermissionOpcode = 0x0267u;
public const uint ModifyAllegianceStoragePermissionOpcode = 0x0268u;
public const uint BreakAllegianceBootOpcode = 0x0277u;
public const uint AllegianceChatBootOpcode = 0x02A0u;
public const uint AddAllegianceBanOpcode = 0x02A1u;
public const uint RemoveAllegianceBanOpcode = 0x02A2u;
public const uint ListAllegianceBansOpcode = 0x02A3u;
public const uint RemoveAllegianceOfficerOpcode = 0x02A5u;
public const uint ListAllegianceOfficersOpcode = 0x02A6u;
public const uint ClearAllegianceOfficersOpcode = 0x02A7u;
// Batch C (Map/House toolbar panel, 2026-08-17): the query the House
// tab needs to populate. ACE GameActionHouseQuery.cs: [GameAction(
// GameActionType.HouseQuery)] (0x021E), Handle reads no payload and
// calls session.Player.HandleActionQueryHouse() — which replies with
// either GameEventHouseStatus (0x0226, no house owned) or
// GameEventHouseData (0x0225, house owned). No known retail client
// call site was found in this session's decomp reading (gmHouseUI::
// PostInit never sends it) — HousePageController fires it when the
// House tab becomes visible, an acdream convention, not a ported
// retail trigger.
public const uint HouseQueryOpcode = 0x021Eu;
// Named-retail anchors:
// CM_Character::Event_TeleToMarketplace @ 0x006A1C20
// CM_Character::Event_TeleToPKArena @ 0x006A1CB0
// CM_Character::Event_TeleToPKLArena @ 0x006A1D40
// CM_House::Event_TeleToHouse_Event @ 0x006AAFA0
// CM_House::Event_TeleToMansion_Event @ 0x006AB030
public static byte[] BuildMarketplace(uint sequence) =>
BuildParameterless(sequence, MarketplaceOpcode);
public static byte[] BuildPkArena(uint sequence) =>
BuildParameterless(sequence, PkArenaOpcode);
public static byte[] BuildPkLiteArena(uint sequence) =>
BuildParameterless(sequence, PkLiteArenaOpcode);
// CM_Character::Event_EnterPKLite @ 0x006A13F0 — 12-byte parameterless
// game action, opcode 0x28F, identical shape to Event_LoginCompleteNotification.
public static byte[] BuildEnterPkLite(uint sequence) =>
BuildParameterless(sequence, EnterPkLiteOpcode);
public static byte[] BuildHouseRecall(uint sequence) =>
BuildParameterless(sequence, HouseRecallOpcode);
public static byte[] BuildMansionRecall(uint sequence) =>
BuildParameterless(sequence, MansionRecallOpcode);
// Named-retail anchors:
// CM_Character::Event_QueryAge @ 0x006A1620
// CM_Character::Event_QueryBirth @ 0x006A16F0
public static byte[] BuildQueryAge(uint sequence, uint objectId = 0u) =>
BuildObjectQuery(sequence, QueryAgeOpcode, objectId);
public static byte[] BuildQueryBirth(uint sequence, uint objectId = 0u) =>
BuildObjectQuery(sequence, QueryBirthOpcode, objectId);
// CM_Character::Event_ConfirmationResponse @ 0x006A1210.
public static byte[] BuildConfirmationResponse(
uint sequence,
uint confirmationType,
uint contextId,
bool accepted)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, InteractRequests.GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), sequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), ConfirmationResponseOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), confirmationType);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), contextId);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), accepted ? 1u : 0u);
return body;
}
// CM_Character::Event_Suicide @ 0x006A1B00.
public static byte[] BuildSuicide(uint sequence) =>
BuildParameterless(sequence, SuicideOpcode);
// CM_Communication::Event_SetAFKMode @ 0x006A3EE0.
public static byte[] BuildSetAfkMode(uint sequence, bool away) =>
BuildUInt32(sequence, SetAfkModeOpcode, away ? 1u : 0u);
// CM_Communication::Event_SetAFKMessage @ 0x006A4440.
public static byte[] BuildSetAfkMessage(uint sequence, string message) =>
BuildString(sequence, SetAfkMessageOpcode, message);
// CM_Communication::Event_Emote @ 0x006A4120.
public static byte[] BuildEmote(uint sequence, string message) =>
BuildString(sequence, EmoteOpcode, message);
// CM_Communication::Event_SoulEmote @ 0x006A4500.
public static byte[] BuildSoulEmote(uint sequence, string message) =>
BuildString(sequence, SoulEmoteOpcode, message);
// CM_Social::Event_AddFriend/RemoveFriend/ClearFriends
// @ 0x006A5C10 / 0x006A5650 / 0x006A55C0.
public static byte[] BuildAddFriend(uint sequence, string name) =>
BuildString(sequence, AddFriendOpcode, name);
/// <summary>
/// Campaign QJ: abandon a tracked contract — game action <c>0x0316</c>,
/// payload one contract id. The server answers with <c>0x0315</c> carrying
/// <c>DeleteContract</c>, which is why the client does not remove the row
/// itself (ACE: <c>GameActionAbandonContract</c>).
/// </summary>
public static byte[] BuildAbandonContract(uint sequence, uint contractId) =>
BuildUInt32(sequence, AbandonContractOpcode, contractId);
public static byte[] BuildRemoveFriend(uint sequence, uint friendId) =>
BuildUInt32(sequence, RemoveFriendOpcode, friendId);
public static byte[] BuildClearFriends(uint sequence) =>
BuildParameterless(sequence, ClearFriendsOpcode);
// Proto_UI::SendFriendsCommand @ 0x00546C50 is a control message,
// not a 0xF7B1 GameAction. Command zero requests the legacy listing.
public static byte[] BuildLegacyFriendsCommand(uint command, string name)
{
byte[] packedName = PackString16L(name);
byte[] body = new byte[8 + packedName.Length];
BinaryPrimitives.WriteUInt32LittleEndian(body, LegacyFriendsOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), command);
packedName.CopyTo(body, 8);
return body;
}
// CM_Communication::Event_ModifyCharacterSquelch @ 0x006A42D0.
public static byte[] BuildModifyCharacterSquelch(
uint sequence,
bool add,
uint characterId,
string name,
uint messageType)
{
byte[] packedName = PackString16L(name);
byte[] body = CreateBody(sequence, ModifyCharacterSquelchOpcode, 12 + packedName.Length);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), add ? 1u : 0u);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), characterId);
packedName.CopyTo(body, 20);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20 + packedName.Length), messageType);
return body;
}
// CM_Communication::Event_ModifyAccountSquelch @ 0x006A41E0.
public static byte[] BuildModifyAccountSquelch(uint sequence, bool add, string name)
{
byte[] packedName = PackString16L(name);
byte[] body = CreateBody(sequence, ModifyAccountSquelchOpcode, 4 + packedName.Length);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), add ? 1u : 0u);
packedName.CopyTo(body, 16);
return body;
}
// CM_Communication::Event_ModifyGlobalSquelch @ 0x006A3D00.
public static byte[] BuildModifyGlobalSquelch(uint sequence, bool add, uint messageType)
{
byte[] body = CreateBody(sequence, ModifyGlobalSquelchOpcode, 8);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), add ? 1u : 0u);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), messageType);
return body;
}
// CM_Character consent events @ 0x006A1180 / 0x006A1360 / 0x006A2C10.
public static byte[] BuildClearConsent(uint sequence) =>
BuildParameterless(sequence, ClearConsentOpcode);
public static byte[] BuildDisplayConsent(uint sequence) =>
BuildParameterless(sequence, DisplayConsentOpcode);
public static byte[] BuildRemoveConsent(uint sequence, string name) =>
BuildString(sequence, RemoveConsentOpcode, name);
// CM_Character::Event_SetDesiredComponentLevel @ 0x006A2350.
public static byte[] BuildSetDesiredComponentLevel(
uint sequence, uint componentId, uint amount)
{
byte[] body = CreateBody(sequence, SetDesiredComponentLevelOpcode, 8);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), componentId);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), amount);
return body;
}
// CM_Character::Event_AddSpellFavorite @ 0x006A0F70.
public static byte[] BuildAddSpellFavorite(
uint sequence, uint spellId, int position, int tabIndex)
{
byte[] body = CreateBody(sequence, AddSpellFavoriteOpcode, 12);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), spellId);
BinaryPrimitives.WriteInt32LittleEndian(body.AsSpan(16), position);
BinaryPrimitives.WriteInt32LittleEndian(body.AsSpan(20), tabIndex);
return body;
}
// CM_Character::Event_RemoveSpellFavorite @ 0x006A1890.
public static byte[] BuildRemoveSpellFavorite(
uint sequence, uint spellId, int tabIndex)
{
byte[] body = CreateBody(sequence, RemoveSpellFavoriteOpcode, 8);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), spellId);
BinaryPrimitives.WriteInt32LittleEndian(body.AsSpan(16), tabIndex);
return body;
}
// CM_Character::Event_SpellbookFilterEvent @ 0x006A1A30.
public static byte[] BuildSpellbookFilter(uint sequence, uint filters) =>
BuildUInt32(sequence, SpellbookFilterOpcode, filters);
// CM_Magic::Event_RemoveSpell @ 0x006A3220.
public static byte[] BuildRemoveSpell(uint sequence, uint spellId) =>
BuildUInt32(sequence, RemoveSpellOpcode, spellId);
// @index — GameActionChannelIndex.Handle: no payload read.
public static byte[] BuildIndexChannels(uint sequence) =>
BuildParameterless(sequence, IndexChannelsOpcode);
// @clist <channel> — GameActionChannelList.Handle:
// ReadUInt32() as the Channel bitflag.
public static byte[] BuildListChannel(uint sequence, uint channelId) =>
BuildUInt32(sequence, ListChannelsOpcode, channelId);
// @on <channel> — GameActionAddChannel.Handle: ReadUInt32() Channel id.
public static byte[] BuildOnChannel(uint sequence, uint channelId) =>
BuildUInt32(sequence, AddChannelOpcode, channelId);
// @off <channel> — GameActionRemoveChannel.Handle: ReadUInt32() Channel id.
public static byte[] BuildOffChannel(uint sequence, uint channelId) =>
BuildUInt32(sequence, RemoveChannelOpcode, channelId);
// @alh / @ah / "@allegiance hometown" —
// GameActionRecallAllegianceHometown.Handle: no payload read.
public static byte[] BuildRecallAllegianceHometown(uint sequence) =>
BuildParameterless(sequence, RecallAllegianceHometownOpcode);
// "@allegiance info <name>" — GameActionAllegianceInfoRequest.Handle:
// ReadString16L() player name. Retail refuses an empty argument before
// constructing this request.
public static byte[] BuildAllegianceInfoRequest(uint sequence, string playerName) =>
BuildString(sequence, AllegianceInfoRequestOpcode, playerName);
// @hslist <type> / "@house available" —
// GameActionHouseListAvailable.Handle: ReadUInt32() as the ACE
// HouseType enum (Undef=0, Cottage=1, Villa=2, Mansion=3, Apartment=4).
public static byte[] BuildListAvailableHouses(uint sequence, uint houseType) =>
BuildUInt32(sequence, ListAvailableHousesOpcode, houseType);
// @permit add <name> — GameActionAddPlayerPermission.Handle:
// ReadString16L() player name.
public static byte[] BuildAddPlayerPermission(uint sequence, string playerName) =>
BuildString(sequence, AddPlayerPermissionOpcode, playerName);
// @permit remove <name> — GameActionRemovePlayerPermission.Handle:
// ReadString16L() player name.
public static byte[] BuildRemovePlayerPermission(uint sequence, string playerName) =>
BuildString(sequence, RemovePlayerPermissionOpcode, playerName);
// "@house abandon" — GameActionHouseAbandon.Handle: no payload read.
public static byte[] BuildAbandonHouse(uint sequence) =>
BuildParameterless(sequence, AbandonHouseOpcode);
// Complete named-retail @allegiance/@house administration family.
// Opcodes and field order are cross-checked against ACE's individual
// GameAction readers; the client-side grammar is ported separately by
// ClientCommandController from DoAllegiance/DoHouse and their helpers.
public static byte[] BuildBreakAllegianceBoot(
uint sequence, string playerName, bool accountBoot) =>
BuildStringUInt32(
sequence, BreakAllegianceBootOpcode, playerName, accountBoot ? 1u : 0u);
public static byte[] BuildAllegianceChatBoot(
uint sequence, string playerName, string reason) =>
BuildTwoStrings(sequence, AllegianceChatBootOpcode, playerName, reason);
public static byte[] BuildAllegianceChatGag(
uint sequence, string playerName, bool enabled) =>
BuildStringUInt32(
sequence, AllegianceChatGagOpcode, playerName, enabled ? 1u : 0u);
public static byte[] BuildAddAllegianceBan(uint sequence, string playerName) =>
BuildString(sequence, AddAllegianceBanOpcode, playerName);
public static byte[] BuildRemoveAllegianceBan(uint sequence, string playerName) =>
BuildString(sequence, RemoveAllegianceBanOpcode, playerName);
public static byte[] BuildListAllegianceBans(uint sequence) =>
BuildParameterless(sequence, ListAllegianceBansOpcode);
public static byte[] BuildSetAllegianceOfficer(
uint sequence, string playerName, uint officerLevel) =>
BuildStringUInt32(
sequence, SetAllegianceOfficerOpcode, playerName, officerLevel);
public static byte[] BuildRemoveAllegianceOfficer(
uint sequence, string playerName) =>
BuildString(sequence, RemoveAllegianceOfficerOpcode, playerName);
public static byte[] BuildListAllegianceOfficers(uint sequence) =>
BuildParameterless(sequence, ListAllegianceOfficersOpcode);
public static byte[] BuildClearAllegianceOfficers(uint sequence) =>
BuildParameterless(sequence, ClearAllegianceOfficersOpcode);
public static byte[] BuildSetAllegianceOfficerTitle(
uint sequence, uint officerLevel, string title) =>
BuildUInt32String(
sequence, SetAllegianceOfficerTitleOpcode, officerLevel, title);
public static byte[] BuildListAllegianceOfficerTitles(uint sequence) =>
BuildParameterless(sequence, ListAllegianceOfficerTitlesOpcode);
public static byte[] BuildClearAllegianceOfficerTitles(uint sequence) =>
BuildParameterless(sequence, ClearAllegianceOfficerTitlesOpcode);
public static byte[] BuildQueryAllegianceName(uint sequence) =>
BuildParameterless(sequence, QueryAllegianceNameOpcode);
public static byte[] BuildSetAllegianceName(uint sequence, string name) =>
BuildString(sequence, SetAllegianceNameOpcode, name);
public static byte[] BuildClearAllegianceName(uint sequence) =>
BuildParameterless(sequence, ClearAllegianceNameOpcode);
public static byte[] BuildAllegianceLockAction(uint sequence, uint action) =>
BuildUInt32(sequence, DoAllegianceLockActionOpcode, action);
public static byte[] BuildSetAllegianceApprovedVassal(
uint sequence, string playerName) =>
BuildString(sequence, SetAllegianceApprovedVassalOpcode, playerName);
public static byte[] BuildAllegianceHouseAction(uint sequence, uint action) =>
BuildUInt32(sequence, DoAllegianceHouseActionOpcode, action);
public static byte[] BuildQueryMotd(uint sequence) =>
BuildParameterless(sequence, QueryMotdOpcode);
public static byte[] BuildSetMotd(uint sequence, string motd) =>
BuildString(sequence, SetMotdOpcode, motd);
public static byte[] BuildClearMotd(uint sequence) =>
BuildParameterless(sequence, ClearMotdOpcode);
public static byte[] BuildSetOpenHouseStatus(uint sequence, bool isOpen) =>
BuildUInt32(sequence, SetOpenHouseStatusOpcode, isOpen ? 1u : 0u);
public static byte[] BuildAddPermanentGuest(uint sequence, string playerName) =>
BuildString(sequence, AddPermanentGuestOpcode, playerName);
public static byte[] BuildRemovePermanentGuest(uint sequence, string playerName) =>
BuildString(sequence, RemovePermanentGuestOpcode, playerName);
public static byte[] BuildRemoveAllPermanentGuests(uint sequence) =>
BuildParameterless(sequence, RemoveAllPermanentGuestsOpcode);
public static byte[] BuildChangeStoragePermission(
uint sequence, string playerName, bool enabled) =>
BuildStringUInt32(
sequence, ChangeStoragePermissionOpcode, playerName, enabled ? 1u : 0u);
public static byte[] BuildAddAllStoragePermission(uint sequence) =>
BuildParameterless(sequence, AddAllStoragePermissionOpcode);
public static byte[] BuildRemoveAllStoragePermission(uint sequence) =>
BuildParameterless(sequence, RemoveAllStoragePermissionOpcode);
public static byte[] BuildRequestFullGuestList(uint sequence) =>
BuildParameterless(sequence, RequestFullGuestListOpcode);
public static byte[] BuildBootSpecificHouseGuest(
uint sequence, string playerName) =>
BuildString(sequence, BootSpecificHouseGuestOpcode, playerName);
public static byte[] BuildBootEveryone(uint sequence) =>
BuildParameterless(sequence, BootEveryoneOpcode);
public static byte[] BuildSetHooksVisibility(uint sequence, bool visible) =>
BuildUInt32(sequence, SetHooksVisibilityOpcode, visible ? 1u : 0u);
public static byte[] BuildModifyAllegianceGuestPermission(
uint sequence, bool enabled) =>
BuildUInt32(
sequence, ModifyAllegianceGuestPermissionOpcode, enabled ? 1u : 0u);
public static byte[] BuildModifyAllegianceStoragePermission(
uint sequence, bool enabled) =>
BuildUInt32(
sequence, ModifyAllegianceStoragePermissionOpcode, enabled ? 1u : 0u);
// Queries the local player's house info (owned house data, or a
// no-house status) — GameActionHouseQuery.Handle: no payload read.
public static byte[] BuildHouseQuery(uint sequence) =>
BuildParameterless(sequence, HouseQueryOpcode);
private static byte[] BuildParameterless(uint sequence, uint opcode)
{
byte[] body = new byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, InteractRequests.GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), sequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), opcode);
return body;
}
private static byte[] BuildUInt32(uint sequence, uint opcode, uint value)
{
byte[] body = CreateBody(sequence, opcode, 4);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), value);
return body;
}
private static byte[] BuildString(uint sequence, uint opcode, string value)
{
byte[] packed = PackString16L(value);
byte[] body = CreateBody(sequence, opcode, packed.Length);
packed.CopyTo(body, 12);
return body;
}
private static byte[] BuildStringUInt32(
uint sequence, uint opcode, string value, uint number)
{
byte[] packed = PackString16L(value);
byte[] body = CreateBody(sequence, opcode, packed.Length + 4);
packed.CopyTo(body, 12);
BinaryPrimitives.WriteUInt32LittleEndian(
body.AsSpan(12 + packed.Length), number);
return body;
}
private static byte[] BuildUInt32String(
uint sequence, uint opcode, uint number, string value)
{
byte[] packed = PackString16L(value);
byte[] body = CreateBody(sequence, opcode, 4 + packed.Length);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), number);
packed.CopyTo(body, 16);
return body;
}
private static byte[] BuildTwoStrings(
uint sequence, uint opcode, string first, string second)
{
byte[] packedFirst = PackString16L(first);
byte[] packedSecond = PackString16L(second);
byte[] body = CreateBody(
sequence, opcode, packedFirst.Length + packedSecond.Length);
packedFirst.CopyTo(body, 12);
packedSecond.CopyTo(body, 12 + packedFirst.Length);
return body;
}
private static byte[] CreateBody(uint sequence, uint opcode, int payloadLength)
{
byte[] body = new byte[12 + payloadLength];
BinaryPrimitives.WriteUInt32LittleEndian(body, InteractRequests.GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), sequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), opcode);
return body;
}
private static byte[] PackString16L(string value)
{
ArgumentNullException.ThrowIfNull(value);
byte[] data = Encoding.GetEncoding(1252).GetBytes(value);
if (data.Length > ushort.MaxValue)
throw new ArgumentException("String too long for String16L.", nameof(value));
int unpadded = 2 + data.Length;
byte[] packed = new byte[(unpadded + 3) & ~3];
BinaryPrimitives.WriteUInt16LittleEndian(packed, (ushort)data.Length);
data.CopyTo(packed, 2);
return packed;
}
private static byte[] BuildObjectQuery(uint sequence, uint opcode, uint objectId)
{
byte[] body = new byte[16];
BinaryPrimitives.WriteUInt32LittleEndian(body, InteractRequests.GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), sequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), opcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), objectId);
return body;
}
}