public GamePacket(byte header, PacketChannel channel = PacketChannel.C2S, PacketProtocolFlags flags = PacketProtocolFlags.Reliable) { Block = false; Ms = new MemoryStream(); Br = new BinaryReader(Ms); Bw = new BinaryWriter(Ms); Br.BaseStream.Position = 0; Bw.BaseStream.Position = 0; WriteByte(header); _header = header; Channel = channel; Flags = flags; }
public GamePacket(GamePacketEventArgs args) { Block = false; Ms = new MemoryStream(args.PacketData); Br = new BinaryReader(Ms); Bw = new BinaryWriter(Ms); Br.BaseStream.Position = 0; Bw.BaseStream.Position = 0; rawPacket = args.PacketData; _header = args.PacketData[0]; Channel = args.Channel; Flags = args.ProtocolFlag; }
/// <summary> /// Sends the packet /// </summary> /// <param name="channel">The channel.</param> /// <param name="flags">The flags.</param> public void Send(PacketChannel channel = PacketChannel.C2S, PacketProtocolFlags flags = PacketProtocolFlags.Reliable) { return; //Blocked for now 4.21 if (!Block) { Game.SendPacket( Ms.ToArray(), Channel == PacketChannel.C2S ? channel : Channel, Flags == PacketProtocolFlags.Reliable ? flags : Flags); } }
public static void SendAsPacket(this byte[] packetData, PacketChannel channel = PacketChannel.C2S, PacketProtocolFlags protocolFlags = PacketProtocolFlags.Reliable) { Game.SendPacket(packetData, channel, protocolFlags); }
/// <summary> /// Sends the packet /// </summary> /// <param name="channel">Channel to send the packet on</param> /// <param name="packetFlags">Protocol to send to packet on</param> public void SendPacket( PacketChannel channel = PacketChannel.C2S, PacketProtocolFlags packetFlags = PacketProtocolFlags.Reliable) { if (this.Process) { Game.SendPacket(this.PacketData, channel, packetFlags); } }
/// <summary> /// Initializes a new instance of the <see cref="GamePacket" /> class. /// </summary> /// <param name="id"> /// Id of the packet /// </param> /// <param name="channel"> /// The Channel /// </param> /// <param name="flags"> /// Protocol to send packet /// </param> public GamePacket(short id, PacketChannel channel, PacketProtocolFlags flags = PacketProtocolFlags.Reliable) { this.packetData = new GamePacketData(id); this.Channel = channel; this.Flags = flags; }
/// <summary> /// Sends the packet /// </summary> public void Send(PacketChannel channel = PacketChannel.C2S, PacketProtocolFlags flags = PacketProtocolFlags.Reliable) { Game.SendPacket(Ms.ToArray(), channel, flags); }
public GamePacketEventArgs(int process, byte[] packetData, PacketProtocolFlags flag, PacketChannel channel) { }
/// <summary> /// Sends the packet /// </summary> public void Send(PacketChannel channel = PacketChannel.C2S, PacketProtocolFlags flags = PacketProtocolFlags.NoFlags) { Game.SendPacket(Ms.ToArray(), channel, flags); }
public static void Send(byte[] packetData, PacketChannel channel, PacketProtocolFlags protocolFlags) { Fragment.SendPacket(packetData, channel, protocolFlags); }
/// <summary> /// Creates a <see cref="Packet" /> with the packet data. /// </summary> /// <param name="id">Packet Id</param> /// <param name="channel">Packet Channel</param> /// <param name="flags">Packet Flags</param> public Packet(short id, PacketChannel channel, PacketProtocolFlags flags = PacketProtocolFlags.Reliable) { Id = id; Channel = channel; Flags = flags; }
public void SendPacket(byte[] packetData, PacketChannel channel, PacketProtocolFlags protocolFlags) { Console.WriteLine("Most packet stuff is not working atm"); }