byteToBitArray() публичный статический Метод

public static byteToBitArray ( byte input ) : BitArray
input byte
Результат System.Collections.BitArray
Пример #1
0
        private static void ParseContent(ref byte[] packetData)
        {
            buffer = null;
            buffer = packetData;
            offset = 0;             //initialize to initial byte

            byte temp;

            temp = BufferHandler.readByte(ref packetData, ref offset);

            // Convert to Ack Flags
            BitArray AckFlags = NumericalUtils.byteToBitArray(temp);

            /* Flag Field
             * 1 - unknown / nothing
             * 2 - isAck (should always be )
             * 3 - unknown currently
             * 4 - unknown currently
             * 5 - SERVERFLAGS_RESETRCC
             * 6 - CLIENTFLAGS_RESETDONE (so its done)
             * 7 - SERVERFLAG_SIMTIME (aka 0x82, 0xc2)
             */

            if (AckFlags.Get(1) == false)
            {
                Output.WriteDebugLog("[WARNING] Packet has acked not set and is encrypted");
            }

            if (AckFlags.Get(7) == true)
            {
                byte[] simTime = BufferHandler.readBytes(ref packetData, ref offset, 4);
                Store.currentClient.playerData.setClientSimTime(NumericalUtils.byteArrayToFloat(simTime, 1));
            }


            if (AckFlags.Get(6) == true)
            {
                Output.WriteDebugLog("[CLIENT]CLIENTFLAGS_RESETDONE found - we can init new RCC Comm ");
                // Reset comm
                Store.currentClient.playerData.setCseq(0);
                Store.currentClient.playerData.setSseq(0);
                Store.currentClient.playerData.setPss(0x00);
                Store.currentClient.playerData.setOnWorld(false);
                Store.currentClient.playerData.setRPCShutDown(false);
                Store.currentClient.playerData.setRPCCounter(0);
                PlayerHandler handler = new PlayerHandler();
                handler.processAttributes();
                handler.processPlayerSetup();
            }


            if (packetData.Length > 1 && AckFlags.Get(1) == true) //Not just ACK nor Resetting

            {
                if (packetData[offset] == 0x05)
                {
                    offset = offset + 4;
                    Output.writeToLogForConsole("Its a 05 Packet");
                    Store.currentClient.messageQueue.ackOnlyCount = Store.currentClient.messageQueue.ackOnlyCount + 1;
                    Store.currentClient.flushQueue();
                    // We dont need a handler for 05 Packets (as there is only one as i see lol)
                }

                if (packetData[offset] == 0x03)                // Is a 03 packet
                {
                    offset++;
                    offset = man03.parse(offset, ref buffer);
                }


                if (offset < packetData.Length)                 // There is no more info if we'r out of offset

                {
                    if (packetData[offset] == 0x04)                    // Is a 04 packet
                    {
                        offset++;
                        offset = man04.parse(offset, ref buffer);
                    }
                }

                if (Store.currentClient.messageQueue.ObjectMessagesQueue.Count == 0 && Store.currentClient.messageQueue.RPCMessagesQueue.Count == 0)
                {
                    // nothing to send ? we should really ack something then
                    Store.currentClient.messageQueue.ackOnlyCount = Store.currentClient.messageQueue.ackOnlyCount + 1;
                    Store.currentClient.flushQueue();
                }
            }
        }