using System; using Server; using Server.Network; using Server.Mobiles; using Server.Engines.PartySystem; namespace Server.Misc { public class ProtocolExtensions { private static PacketHandler[] m_Handlers = new PacketHandler[0x100]; public static void Initialize() { PacketHandlers.Register( 0xF0, 0, false, new OnPacketReceive( DecodeBundledPacket ) ); } public static void Register( int packetID, bool ingame, OnPacketReceive onReceive ) { m_Handlers[packetID] = new PacketHandler( packetID, 0, ingame, onReceive ); } public static PacketHandler GetHandler( int packetID ) { if ( packetID >= 0 && packetID < m_Handlers.Length ) return m_Handlers[packetID]; return null; } public static void DecodeBundledPacket( NetState state, PacketReader pvSrc ) { int packetID = pvSrc.ReadByte(); PacketHandler ph = GetHandler( packetID ); if ( ph != null ) { if ( ph.Ingame && state.Mobile == null ) { Console.WriteLine( "Client: {0}: Sent ingame packet (0xF0x{1:X2}) before having been attached to a mobile", state, packetID ); state.Dispose(); } else if ( ph.Ingame && state.Mobile.Deleted ) { state.Dispose(); } else { ph.OnReceive( state, pvSrc ); } } } } public abstract class ProtocolExtension : Packet { public ProtocolExtension( int packetID, int capacity ) : base( 0xF0 ) { EnsureCapacity( 4 + capacity ); m_Stream.Write( (byte) packetID ); } } }