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Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using FFXIVClassic_Lobby_Server.packets;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
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{
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class SetInitialEquipmentPacket
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{
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public const ushort OPCODE = 0x014E;
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public const uint PACKET_SIZE = 0x58;
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public const uint UNEQUIPPED = 0xFFFFFFFF;
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public const int SLOT_MAINHAND = 0x00;
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public const int SLOT_OFFHAND = 0x01;
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public const int SLOT_THROWINGWEAPON = 0x04;
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public const int SLOT_PACK = 0x05;
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public const int SLOT_POUCH = 0x06;
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public const int SLOT_HEAD = 0x08;
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public const int SLOT_UNDERSHIRT = 0x09;
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public const int SLOT_BODY = 0x0A;
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public const int SLOT_UNDERGARMENT = 0x0B;
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public const int SLOT_LEGS = 0x0C;
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public const int SLOT_HANDS = 0x0D;
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public const int SLOT_BOOTS = 0x0E;
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public const int SLOT_WAIST = 0x0F;
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public const int SLOT_NECK = 0x10;
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public const int SLOT_EARS = 0x11;
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public const int SLOT_WRISTS = 0x13;
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public const int SLOT_RIGHTFINGER = 0x15;
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public const int SLOT_LEFTFINGER = 0x16;
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private uint[] equipment = new uint[0x17];
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public SetInitialEquipmentPacket()
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{
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for (int i = 0; i < equipment.Length; i++)
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equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
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}
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public void SetItem(int slot, uint itemSlot)
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{
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if (slot >= equipment.Length)
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return;
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equipment[slot] = itemSlot;
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}
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public List<SubPacket> BuildPackets(uint playerActorID)
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{
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List<SubPacket> packets = new List<SubPacket>();
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int packetCount = 0;
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int runningCount = 0;
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byte[] data = new byte[PACKET_SIZE - 0x20];
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MemoryStream mem = new MemoryStream(data);
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BinaryWriter binWriter = new BinaryWriter(mem);
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for (int i = 0; i < equipment.Length; i++)
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{
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if (equipment[i] == UNEQUIPPED)
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continue;
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binWriter.Write((UInt16)i);
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binWriter.Write((UInt32)equipment[i]);
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packetCount++;
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runningCount++;
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//Create another packet
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if (runningCount >= 8)
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{
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packetCount = 0;
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binWriter.Write((UInt32)8);
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binWriter.Dispose();
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mem.Dispose();
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packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
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data = new byte[PACKET_SIZE - 0x20];
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mem = new MemoryStream(data);
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binWriter = new BinaryWriter(mem);
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}
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}
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//Create any leftover subpacket
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binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
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binWriter.Write((UInt32)packetCount);
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binWriter.Dispose();
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mem.Dispose();
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packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
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return packets;
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}
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}
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}
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