private void ImportObjects(string[] args, int length, string full, Client client) { string zone = args[1]; string folder = args[2]; var packetList = Directory.GetFiles(folder); Array.Sort(packetList); List<GameObject> newObjects = new List<GameObject>(); foreach (var path in packetList) { var data = File.ReadAllBytes(path); PacketReader reader = new PacketReader(data); PacketHeader header = reader.ReadStruct<PacketHeader>(); if (header.Type != 0x8 || header.Subtype != 0xB) { Logger.WriteWarning("[WRN] File {0} not an Object spawn packet, skipping.", path); continue; } GameObject newObj = new GameObject(); newObj.ObjectID = (int)reader.ReadStruct<ObjectHeader>().ID; var pos = reader.ReadEntityPosition(); newObj.RotX = pos.RotX; newObj.RotY = pos.RotY; newObj.RotZ = pos.RotZ; newObj.RotW = pos.RotW; newObj.PosX = pos.PosX; newObj.PosY = pos.PosY; newObj.PosZ = pos.PosZ; reader.ReadInt16(); newObj.ObjectName = reader.ReadFixedLengthAscii(0x2C); var objHeader = reader.ReadStruct<ObjectHeader>(); // Seems to always be blank... if (objHeader.ID != 0) Logger.WriteWarning("[OBJ] It seems object {0} has a nonzero objHeader! ({1}) Investigate.", newObj.ObjectName, objHeader.ID); newObj.ZoneName = zone; var thingCount = reader.ReadUInt32(); newObj.ObjectFlags = new byte[thingCount * 4]; for (int i = 0; i < thingCount; i++) { Buffer.BlockCopy(BitConverter.GetBytes(reader.ReadUInt32()), 0, newObj.ObjectFlags, i * 4, 4); // This should work } newObjects.Add(newObj); Logger.WriteInternal("[OBJ] Adding new Object {0} to the database for zone {1}", newObj.ObjectName, zone); } using (var db = new PolarisEf()) { db.GameObjects.AddRange(newObjects); db.SaveChanges(); } }
internal static PSOObject FromDBObject(GameObject dbObject) { PSOObject psoObj = new PSOObject(); psoObj.Header = new ObjectHeader((uint)dbObject.ObjectID, EntityType.Object); psoObj.Name = dbObject.ObjectName; psoObj.Position = new PSOLocation(dbObject.RotX, dbObject.RotY, dbObject.RotZ, dbObject.RotW, dbObject.PosX, dbObject.PosY, dbObject.PosZ); int thingCount = dbObject.ObjectFlags.Length / 4; // I hope this will work psoObj.Things = new PSOObjectThing[thingCount]; for(int i = 0; i < psoObj.Things.Length; i++) { psoObj.Things[i] = new PSOObjectThing(BitConverter.ToUInt32(dbObject.ObjectFlags, 4 * i)); // This should work? } return psoObj; }