示例#1
0
        public ServerPacket RenderToPacket(bool isClick = false)
        {
            var response = new ServerPacket(0x31);

            if (this is Mailbox)
            {
                response.WriteByte(0x04); // 0x02 - public, 0x04 - mail
                response.WriteByte(0x01); // ??? - needs to be odd number unless board in world has been clicked
                response.WriteUInt16(0);  // board ID;
                response.WriteString8("Mail");
                response.WriteByte(Math.Min((byte)this.Count(), (byte)Constants.MESSAGE_RETURN_SIZE));
                foreach (var message in this)
                {
                    response.WriteBoolean(!message.Read);
                    response.WriteInt16((short)message.Id);
                    response.WriteString8(message.Sender);
                    response.WriteByte((byte)message.Created.Month);
                    response.WriteByte((byte)message.Created.Day);
                    response.WriteString8(message.Subject);
                }
            }
            else if (this is Board)
            {
                // boardId 0 - get mail messages
                response.WriteByte(0x02); // 0x02 - public, 0x04 - mail
                response.WriteByte((byte)(isClick == true ? 0x02 : 0x01));
                // ??? - needs to be odd number unless board in world has been clicked
                response.WriteUInt16((ushort)Id);  // board ID;
                response.WriteString8(DisplayName);
                response.WriteByte(Math.Min((byte)this.Count(),
                                            (byte)Constants.MESSAGE_RETURN_SIZE));
                foreach (var message in this)
                {
                    response.WriteBoolean(message.Highlighted);
                    response.WriteInt16((short)message.Id);
                    response.WriteString8(message.Sender);
                    response.WriteByte((byte)message.Created.Month);
                    response.WriteByte((byte)message.Created.Day);
                    response.WriteString8(message.Subject);
                }
            }
            return(response);
        }
示例#2
0
        private void PacketHandler_0x57_ServerTable(Client client, ClientPacket packet)
        {
            var mismatch = packet.ReadByte();

            if (mismatch == 1)
            {
                var x56 = new ServerPacket(0x56);
                x56.WriteUInt16((ushort)Game.ServerTable.Length);
                x56.Write(Game.ServerTable);
                Logger.InfoFormat("ServerTable: Sent: {0}", BitConverter.ToString(x56.ToArray()));
                client.Enqueue(x56);
            }
            else
            {
                var server   = packet.ReadByte();
                var redirect = new Redirect(client, this, Game.Login, "socket", client.EncryptionSeed, client.EncryptionKey);
                client.Redirect(redirect);
            }
        }
示例#3
0
        public virtual void AcceptConnection(IAsyncResult ar)
        {
            // TODO: @norrismiv async callbacks+inheritance? and/or can these callbacks suck less?
            AllDone.Set();
            Socket clientSocket = (Socket)ar.AsyncState;
            Socket handler      = clientSocket.EndAccept(ar);
            Client client       = new Client(handler, this);

            Clients.TryAdd(handler.Handle, client);
            GlobalConnectionManifest.RegisterClient(client);

            if (this is Lobby)
            {
                var x7E = new ServerPacket(0x7E);
                x7E.WriteByte(0x1B);
                x7E.WriteString("CONNECTED SERVER\n");
                client.Enqueue(x7E);
                Logger.DebugFormat("Lobby: AcceptConnection occuring");
                Logger.DebugFormat("Lobby: cid is {0}", client.ConnectionId);
            }
            else if (this is Login)
            {
                Logger.DebugFormat("Login: AcceptConnection occuring");
                Logger.DebugFormat("Login: cid is {0}", client.ConnectionId);
            }
            else if (this is World)
            {
                Logger.DebugFormat("World: AcceptConnection occuring");
                Logger.DebugFormat("World: cid is {0}", client.ConnectionId);
            }
            try
            {
                handler.BeginReceive(client.ClientState.Buffer, 0, client.ClientState.Buffer.Length, 0,
                                     new AsyncCallback(ReadCallback), client.ClientState);
                Logger.DebugFormat("AcceptConnection returning");
                clientSocket.BeginAccept(new AsyncCallback(AcceptConnection), clientSocket);
            }
            catch (SocketException)
            {
                handler.Close();
            }
        }
示例#4
0
文件: Client.cs 项目: wren11/server
        /// <summary>
        /// Atomically update the byte-based heartbeat values for the 0x3B packet and then
        /// queue for transmission to the client. This transmission is aborted if the client hasn't
        /// been alive more than BYTE_HEARTBEAT_INTERVAL seconds.
        /// If we don't receive a response to the 0x3B heartbeat within REAP_HEARTBEAT_INTERVAL
        /// the client is automatically disconnected.
        /// </summary>
        public void SendByteHeartbeat()
        {
            var aliveSince = new TimeSpan(DateTime.Now.Ticks - ConnectedSince);

            if (aliveSince.TotalSeconds < Constants.BYTE_HEARTBEAT_INTERVAL)
            {
                return;
            }
            var rnd           = new Random();
            var byteHeartbeat = new ServerPacket(0x3b);
            var a             = rnd.Next(254);
            var b             = rnd.Next(254);

            Interlocked.Exchange(ref _heartbeatA, a);
            Interlocked.Exchange(ref _heartbeatB, b);
            byteHeartbeat.WriteByte((byte)a);
            byteHeartbeat.WriteByte((byte)b);
            Enqueue(byteHeartbeat);
            Interlocked.Exchange(ref _byteHeartbeatSent, DateTime.Now.Ticks);
        }
示例#5
0
            internal List <ServerPacket> Packets()
            {
                var ret  = new List <ServerPacket>();
                var tile = 0;

                for (var row = 0; row < Map.Y; row++)
                {
                    ServerPacket packet = new ServerPacket(OpCode);

                    packet.WriteUInt16((ushort)row);
                    for (int column = 0; column < Map.X * 6; column += 2)
                    {
                        packet.WriteByte(Map.RawData[tile + 1]);
                        packet.WriteByte(Map.RawData[tile]);
                        tile += 2;
                    }
                    ret.Add(packet);
                }
                return(ret);
            }
示例#6
0
        public void Redirect(Redirect redirect, bool isLogoff = false, int transmitDelay = 0)
        {
            GameLog.InfoFormat("Processing redirect");
            GlobalConnectionManifest.RegisterRedirect(this, redirect);
            GameLog.InfoFormat("Redirect: cid {0}", this.ConnectionId);
            GameLog.Info($"Redirect EncryptionKey is {Encoding.ASCII.GetString(redirect.EncryptionKey)}");
            if (isLogoff)
            {
                GlobalConnectionManifest.DeregisterClient(this);
            }
            redirect.Destination.ExpectedConnections.TryAdd(redirect.Id, redirect);

            var endPoint = Socket.RemoteEndPoint as IPEndPoint;

            byte[] addressBytes;

            if (Game.RedirectTarget != null)
            {
                addressBytes = Game.RedirectTarget.GetAddressBytes();
            }
            else
            {
                addressBytes = IPAddress.IsLoopback(endPoint.Address) ? IPAddress.Loopback.GetAddressBytes() : Game.IpAddress.GetAddressBytes();
            }

            Array.Reverse(addressBytes);

            var x03 = new ServerPacket(0x03);

            x03.Write(addressBytes);
            x03.WriteUInt16((ushort)redirect.Destination.Port);
            x03.WriteByte((byte)(redirect.EncryptionKey.Length + Encoding.ASCII.GetBytes(redirect.Name).Length + 7));
            x03.WriteByte(redirect.EncryptionSeed);
            x03.WriteByte((byte)redirect.EncryptionKey.Length);
            x03.Write(redirect.EncryptionKey);
            x03.WriteString8(redirect.Name);
            x03.WriteUInt32(redirect.Id);
            x03.TransmitDelay = transmitDelay == 0 ? 250 : transmitDelay;
            Enqueue(x03);
        }
示例#7
0
            internal ServerPacket Packet()
            {
                ServerPacket packet = new ServerPacket(OpCode);

                packet.WriteByte(0x00);
                if (Id != 0)
                {
                    packet.WriteUInt32(Id);
                    packet.WriteUInt32(SenderId == 0 ? Id : SenderId);
                    packet.WriteUInt16(AnimationId);
                    packet.WriteUInt16(SenderAnimationId == 0 ? ushort.MinValue : SenderAnimationId);
                    packet.WriteUInt16(Speed);
                    packet.WriteByte(0x00);
                }
                else
                {
                    packet.WriteUInt32(uint.MinValue);
                    packet.WriteUInt16(AnimationId);
                    packet.WriteUInt16(Speed);
                    packet.WriteUInt16(X);
                    packet.WriteUInt16(Y);
                }
                return(packet);
            }
示例#8
0
 public void SendMessage(string message, byte type)
 {
     var x0A = new ServerPacket(0x0A);
     x0A.WriteByte(type);
     x0A.WriteString16(message);
     Enqueue(x0A);
 }
示例#9
0
 public void LoginMessage(string message, byte type)
 {
     var x02 = new ServerPacket(0x02);
     x02.WriteByte(type);
     x02.WriteString8(message);
     Enqueue(x02);
 }
示例#10
0
        public void Redirect(Redirect redirect)
        {
            Logger.DebugFormat("Processing redirect");
            GlobalConnectionManifest.DeregisterClient(this);

            redirect.Destination.ExpectedConnections.TryAdd(redirect.Id, redirect);

            var endPoint = Socket.RemoteEndPoint as IPEndPoint;

            byte[] addressBytes = IPAddress.IsLoopback(endPoint.Address) ? IPAddress.Loopback.GetAddressBytes() : Game.IpAddress.GetAddressBytes();

            Array.Reverse(addressBytes);

            var x03 = new ServerPacket(0x03);
            x03.Write(addressBytes);
            x03.WriteUInt16((ushort)redirect.Destination.Port);
            x03.WriteByte((byte)(redirect.EncryptionKey.Length + Encoding.GetEncoding(949).GetBytes(redirect.Name).Length + 7));
            x03.WriteByte(redirect.EncryptionSeed);
            x03.WriteByte((byte)redirect.EncryptionKey.Length);
            x03.Write(redirect.EncryptionKey);
            x03.WriteString8(redirect.Name);
            x03.WriteUInt32(redirect.Id);
            Enqueue(x03);
        }
示例#11
0
文件: World.cs 项目: saroque/server
        private void PacketHandler_0x7B_RequestMetafile(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var all = packet.ReadBoolean();

            if (all)
            {
                var x6F = new ServerPacket(0x6F);
                x6F.WriteBoolean(all);
                x6F.WriteUInt16((ushort) Metafiles.Count);
                foreach (var metafile in Metafiles.Values)
                {
                    x6F.WriteString8(metafile.Name);
                    x6F.WriteUInt32(metafile.Checksum);
                }
                user.Enqueue(x6F);
            }
            else
            {
                var name = packet.ReadString8();
                if (Metafiles.ContainsKey(name))
                {
                    var file = Metafiles[name];

                    var x6F = new ServerPacket(0x6F);
                    x6F.WriteBoolean(all);
                    x6F.WriteString8(file.Name);
                    x6F.WriteUInt32(file.Checksum);
                    x6F.WriteUInt16((ushort) file.Data.Length);
                    x6F.Write(file.Data);
                    user.Enqueue(x6F);
                }
            }
        }
示例#12
0
文件: Login.cs 项目: DomGrieco/server
 private void PacketHandler_0x4B_RequestNotification(Client client, ClientPacket packet)
 {
     var x60 = new ServerPacket(0x60);
     x60.WriteByte(0x01);
     x60.WriteUInt16((ushort)Game.Notification.Length);
     x60.Write(Game.Notification);
     client.Enqueue(x60);
 }
示例#13
0
文件: Client.cs 项目: wren11/server
 public bool SendBufferTake(out ServerPacket packet)
 {
     return(_sendBuffer.TryDequeue(out packet));
 }
示例#14
0
文件: Client.cs 项目: wren11/server
 public void Enqueue(ServerPacket packet)
 {
     Logger.DebugFormat("Enqueueing {0}", packet.Opcode);
     ClientState.SendBufferAdd(packet);
 }
示例#15
0
 public bool SendBufferTake(out ServerPacket packet) => _sendBuffer.TryDequeue(out packet);
示例#16
0
 public bool SendBufferPeek(out ServerPacket packet) => _sendBuffer.TryPeek(out packet);
示例#17
0
文件: World.cs 项目: saroque/server
 private void PacketHandler_0x3B_AccessMessages(Object obj, ClientPacket packet)
 {
     var user = (User) obj;
     var messagePacket = new ServerPacket(0x31);
     messagePacket.WriteByte(0x01);
     messagePacket.WriteUInt16(0x00);
     messagePacket.WriteByte(0x00);
     user.Enqueue(messagePacket);
 }
示例#18
0
            internal ServerPacket Packet()
            {
                var packet = new ServerPacket(OpCode);

                packet.WriteByte((byte)MerchantDialogType);
                packet.WriteByte((byte)MerchantDialogObjectType);
                packet.WriteUInt32(ObjectId);
                packet.WriteByte(0);
                packet.WriteInt16((short)Tile1);
                packet.WriteByte(0);
                packet.WriteByte(1);
                packet.WriteInt16((short)Tile1);
                packet.WriteByte(0);
                packet.WriteByte(0);
                packet.WriteString8(Name);
                packet.WriteString16(Text);
                if (MerchantDialogType == MerchantDialogType.Options)
                {
                    packet.WriteByte(Options.OptionsCount);
                    foreach (var opt in Options.Options)
                    {
                        packet.WriteString8(opt.Text);
                        packet.WriteUInt16(opt.Id);
                    }
                }
                if (MerchantDialogType == MerchantDialogType.OptionsWithArgument)
                {
                    packet.WriteString8(OptionsWithArgument.Argument);
                    packet.WriteByte(OptionsWithArgument.OptionsCount);
                    foreach (var opt in OptionsWithArgument.Options)
                    {
                        packet.WriteString8(opt.Text);
                        packet.WriteUInt16(opt.Id);
                    }
                }
                if (MerchantDialogType == MerchantDialogType.Input)
                {
                    packet.WriteUInt16(Input.Id);
                }
                if (MerchantDialogType == MerchantDialogType.InputWithArgument)
                {
                    packet.WriteString8(InputWithArgument.Argument);
                    packet.WriteUInt16(InputWithArgument.Id);
                }
                if (MerchantDialogType == MerchantDialogType.MerchantShopItems)
                {
                    packet.WriteUInt16(ShopItems.Id);
                    packet.WriteUInt16(ShopItems.ItemsCount);
                    foreach (var item in ShopItems.Items)
                    {
                        packet.WriteUInt16(item.Tile);
                        packet.WriteByte(item.Color);
                        packet.WriteUInt32(item.Price);
                        packet.WriteString8(item.Name);
                        packet.WriteString8(item.Description);
                    }
                }
                if (MerchantDialogType == MerchantDialogType.MerchantSkills)
                {
                    packet.WriteUInt16(Skills.Id);
                    packet.WriteUInt16(Skills.SkillsCount);
                    foreach (var skill in Skills.Skills)
                    {
                        packet.WriteByte(skill.IconType);
                        packet.WriteUInt16(skill.Icon);
                        packet.WriteByte(skill.Color);
                        packet.WriteString8(skill.Name);
                    }
                }
                if (MerchantDialogType == MerchantDialogType.MerchantSpells)
                {
                    packet.WriteUInt16(Spells.Id);
                    packet.WriteUInt16(Spells.SpellsCount);
                    foreach (var spell in Spells.Spells)
                    {
                        packet.WriteByte(spell.IconType);
                        packet.WriteUInt16(spell.Icon);
                        packet.WriteByte(spell.Color);
                        packet.WriteString8(spell.Name);
                    }
                }
                if (MerchantDialogType == MerchantDialogType.UserSkillBook)
                {
                    packet.WriteUInt16(UserSkills.Id);
                }
                if (MerchantDialogType == MerchantDialogType.UserSpellBook)
                {
                    packet.WriteUInt16(UserSpells.Id);
                }
                if (MerchantDialogType == MerchantDialogType.UserInventoryItems)
                {
                    packet.WriteUInt16(UserInventoryItems.Id);
                    packet.WriteByte(UserInventoryItems.InventorySlotsCount);
                    foreach (var slot in UserInventoryItems.InventorySlots)
                    {
                        packet.WriteByte(slot);
                    }
                }

                return(packet);
            }
示例#19
0
文件: World.cs 项目: saroque/server
        private void PacketHandler_0x05_RequestMap(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            int index = 0;

            for (ushort row = 0; row < user.Map.Y; ++row)
            {
                var x3C = new ServerPacket(0x3C);
                x3C.WriteUInt16(row);
                for (int col = 0; col < user.Map.X*6; col += 2)
                {
                    x3C.WriteByte(user.Map.RawData[index + 1]);
                    x3C.WriteByte(user.Map.RawData[index]);
                    index += 2;
                }
                user.Enqueue(x3C);
            }
        }
示例#20
0
文件: Client.cs 项目: saroque/server
 public void Enqueue(ServerPacket packet)
 {
     Logger.DebugFormat("Enqueueing {0}", packet.Opcode);
     SendQueue.Enqueue(packet);
 }
示例#21
0
文件: World.cs 项目: saroque/server
        private void PacketHandler_0x18_ShowPlayerList(Object obj, ClientPacket packet)
        {
            var me = (User) obj;

            var list = from user in Users.Values
                       orderby user.IsMaster descending, user.Level descending, user.BaseHp + user.BaseMp * 2 descending, user.Name ascending
                       select user;

            var listPacket = new ServerPacket(0x36);
            listPacket.WriteUInt16((ushort)list.Count());
            listPacket.WriteUInt16((ushort)list.Count());

            foreach (var user in list)
            {
                int levelDifference = Math.Abs((int)user.Level - me.Level);

                listPacket.WriteByte((byte)user.Class);
                
                if (!string.IsNullOrEmpty(me.Guild) && user.Guild == me.Guild) listPacket.WriteByte(84);
                else if (levelDifference <= 5) listPacket.WriteByte(151);
                else listPacket.WriteByte(255);

                listPacket.WriteByte((byte)user.GroupStatus);
                listPacket.WriteString8(user.Title);
                listPacket.WriteBoolean(user.IsMaster);
                listPacket.WriteString8(user.Name);
            }
            me.Enqueue(listPacket);
        }
示例#22
0
文件: World.cs 项目: saroque/server
        private void PacketHandler_0x0B_ClientExit(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var endSignal = packet.ReadByte();

            if (endSignal == 1)
            {
                var x4C = new ServerPacket(0x4C);
                x4C.WriteByte(0x01);
                x4C.WriteUInt16(0x00);
                user.Enqueue(x4C);
            }
            else
            {
                long connectionId;

                user.Save();
                user.UpdateLogoffTime();
                user.Map.Remove(user);
                Remove(user);
                DeleteUser(user.Name);
                user.SendRedirectAndLogoff(this, Game.Login, user.Name);

                if (ActiveUsersByName.TryRemove(user.Name, out connectionId))
                {
                    ((IDictionary) ActiveUsers).Remove(connectionId);
                }
                Logger.InfoFormat("cid {0}: {1} leaving world", connectionId, user.Name);
            }
        }
示例#23
0
 /// <summary>
 /// Atomically update the byte-based heartbeat values for the 0x3B packet and then
 /// queue for transmission to the client. This transmission is aborted if the client hasn't
 /// been alive more than BYTE_HEARTBEAT_INTERVAL seconds.
 /// If we don't receive a response to the 0x3B heartbeat within REAP_HEARTBEAT_INTERVAL
 /// the client is automatically disconnected.
 /// </summary>
 public void SendByteHeartbeat()
 {
     var aliveSince = new TimeSpan(DateTime.Now.Ticks - ConnectedSince);
     if (aliveSince.TotalSeconds < Constants.BYTE_HEARTBEAT_INTERVAL)
         return;
     var rnd = new Random();
     var byteHeartbeat = new ServerPacket(0x3b);
     var a = rnd.Next(254);
     var b = rnd.Next(254);
     Interlocked.Exchange(ref _heartbeatA, a);
     Interlocked.Exchange(ref _heartbeatB, b);
     byteHeartbeat.WriteByte((byte)a);
     byteHeartbeat.WriteByte((byte)b);
     Enqueue(byteHeartbeat);
     Interlocked.Exchange(ref _byteHeartbeatSent, DateTime.Now.Ticks);
 }
示例#24
0
文件: Client.cs 项目: wren11/server
 public void SendBufferAdd(ServerPacket packet)
 {
     _sendBuffer.Enqueue(packet);
 }
示例#25
0
 /// <summary>
 /// Atomically update the tick-based (0x68) heartbeat values and transmit
 /// it to the client.
 /// </summary>
 public void SendTickHeartbeat()
 {
     var aliveSince = new TimeSpan(DateTime.Now.Ticks - ConnectedSince);
     if (aliveSince.TotalSeconds < Constants.BYTE_HEARTBEAT_INTERVAL)
         return;
     var tickHeartbeat = new ServerPacket(0x68);
     // We never really want to deal with negative values
     var tickCount = Environment.TickCount & Int32.MaxValue;
     Interlocked.Exchange(ref _localTickCount, tickCount);
     tickHeartbeat.WriteInt32(tickCount);
     Enqueue(tickHeartbeat);
     Interlocked.Exchange(ref _tickHeartbeatSent, DateTime.Now.Ticks);
 }
示例#26
0
文件: Login.cs 项目: DomGrieco/server
        private void PacketHandler_0x10_ClientJoin(Client client, ClientPacket packet)
        {
            var seed = packet.ReadByte();
            var keyLength = packet.ReadByte();
            var key = packet.Read(keyLength);
            var name = packet.ReadString8();
            var id = packet.ReadUInt32();

            var redirect = ExpectedConnections[id];
            if (redirect.Matches(name, key, seed))
            {
                ((IDictionary)ExpectedConnections).Remove(id);

                client.EncryptionKey = key;
                client.EncryptionSeed = seed;

                if (redirect.Source is Lobby)
                {
                    var x60 = new ServerPacket(0x60);
                    x60.WriteByte(0x00);
                    x60.WriteUInt32(Game.NotificationCrc);
                    client.Enqueue(x60);
                }
            }

        }
示例#27
0
 public void Enqueue(ServerPacket packet)
 {
     Logger.DebugFormat("Enqueueing {0}", packet.Opcode);
     SendQueue.Enqueue(packet);
 }
示例#28
0
文件: Login.cs 项目: DomGrieco/server
 private void PacketHandler_0x68_RequestHomepage(Client client, ClientPacket packet)
 {
     var x03 = new ServerPacket(0x66);
     x03.WriteByte(0x03);
     x03.WriteString8("http://www.hybrasyl.com");
     client.Enqueue(x03);
 }
示例#29
0
文件: World.cs 项目: saroque/server
        private void PacketHandler_0x3A_DialogUse(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            if (user.CheckSquelch(0x38, null))
            {
                Logger.InfoFormat("{0}: squelched (dialog use)", user.Name);
                return;
            }

            var header = packet.ReadDialogHeader();
            var objectType = packet.ReadByte();
            var objectID = packet.ReadUInt32();
            var pursuitID = packet.ReadUInt16();
            var pursuitIndex = packet.ReadUInt16();

            Logger.DebugFormat("objectType {0}, objectID {1}, pursuitID {2}, pursuitIndex {3}",
                objectType, objectID, pursuitID, pursuitIndex);

            Logger.DebugFormat("active dialog via state object: pursuitID {0}, pursuitIndex {1}",
                user.DialogState.CurrentPursuitId, user.DialogState.CurrentPursuitIndex);

            if (pursuitID == user.DialogState.CurrentPursuitId && pursuitIndex == user.DialogState.CurrentPursuitIndex)
            {
                // If we get a packet back with the same index and ID, the dialog has been closed.
                Logger.DebugFormat("Dialog closed, resetting dialog state");
                user.DialogState.EndDialog();
                return;
            }

            if ((pursuitIndex > user.DialogState.CurrentPursuitIndex + 1) ||
                (pursuitIndex < user.DialogState.CurrentPursuitIndex - 1))
            {
                Logger.ErrorFormat("Dialog index is outside of acceptable limits (next/prev)");
                return;
            }

            WorldObject wobj;

            if (user.World.Objects.TryGetValue(objectID, out wobj))
            {
                VisibleObject clickTarget = wobj as VisibleObject;
                // Was the previous button clicked? Handle that first
                if (pursuitIndex == user.DialogState.CurrentPursuitIndex - 1)
                {
                    Logger.DebugFormat("Handling prev: client passed index {0}, current index is {1}",
                        pursuitIndex, user.DialogState.CurrentPursuitIndex);

                    if (user.DialogState.SetDialogIndex(clickTarget, pursuitID, pursuitIndex))
                    {
                        user.DialogState.ActiveDialog.ShowTo(user, clickTarget);
                        return;
                    }
                }

                // Is the active dialog an input or options dialog?

                if (user.DialogState.ActiveDialog is OptionsDialog)
                {
                    var paramsLength = packet.ReadByte();
                    var option = packet.ReadByte();
                    var dialog = user.DialogState.ActiveDialog as OptionsDialog;
                    dialog.HandleResponse(user, option, clickTarget);
                }

                if (user.DialogState.ActiveDialog is TextDialog)
                {
                    var paramsLength = packet.ReadByte();
                    var response = packet.ReadString8();
                    var dialog = user.DialogState.ActiveDialog as TextDialog;
                    dialog.HandleResponse(user, response, clickTarget);
                }

                // Did the handling of a response result in our active dialog sequence changing? If so, exit.

                if (user.DialogState.CurrentPursuitId != pursuitID)
                {
                    Logger.DebugFormat("Dialog has changed, exiting");
                    return;
                }

                if (user.DialogState.SetDialogIndex(clickTarget, pursuitID, pursuitIndex))
                {
                    Logger.DebugFormat("Pursuit index is now {0}", pursuitIndex);
                    user.DialogState.ActiveDialog.ShowTo(user, clickTarget);
                    return;
                }
                else
                {
                    Logger.DebugFormat("Sending close packet");
                    var p = new ServerPacket(0x30);
                    p.WriteByte(0x0A);
                    p.WriteByte(0x00);
                    user.Enqueue(p);
                    user.DialogState.EndDialog();
                }
            }
        }