Fix login
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@@ -46,10 +46,11 @@ namespace Game.Entities
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{
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packet = new UpdateObject();
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packet.NumObjUpdates = BlockCount;
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packet.MapID = (ushort)MapId;
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WorldPacket buffer = new();
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buffer.WriteUInt16((ushort)MapId);
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buffer.WriteUInt32(BlockCount);
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buffer.WriteBit(true); // unk
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if (buffer.WriteBit(!outOfRangeGUIDs.Empty() || !destroyGUIDs.Empty()))
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{
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buffer.WriteUInt16((ushort)destroyGUIDs.Count);
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@@ -4337,7 +4337,7 @@ namespace Game.Entities
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public class TraitSubTreeCache
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{
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public List<TraitEntry> Entries;
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public List<TraitEntry> Entries = new();
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public int TraitSubTreeID;
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public uint Active;
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@@ -50,7 +50,6 @@ namespace Game.Entities
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public const byte CGObjectActiveMask = 0x1;
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public const byte CGObjectChangedMask = 0x2;
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public const byte CGObjectUpdateMask = CGObjectActiveMask | CGObjectChangedMask;
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}
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public class EntityFragmentsHolder
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@@ -75,15 +74,16 @@ namespace Game.Entities
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(int, bool) insertSorted(ref EntityFragment[] arr, ref byte count, EntityFragment f)
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{
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//auto where = std::ranges::lower_bound(arr.begin(), arr.begin() + count, f);
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var where = Array.IndexOf(arr, f);
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if (where != -1)
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return (where, false);
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var whereIndex = Array.IndexOf(arr, f);
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if (whereIndex != -1)
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return (whereIndex, false);
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arr.SetValue(f, where);
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arr = arr[^1..^0].Concat(arr[..^1]).ToArray();
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whereIndex = Array.IndexOf(arr, EntityFragment.End);
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arr.SetValue(f, whereIndex);
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Array.Sort(arr);
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++count;
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return (where, true);
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return (whereIndex, true);
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};
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if (!insertSorted(ref Ids, ref Count, fragment).Item2)
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@@ -120,7 +120,7 @@ namespace Game.Entities
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if (where != -1)
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{
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arr.SetValue(EntityFragment.End, where);
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arr = arr[^1..^0].Concat(arr[..^1]).ToArray();
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Array.Sort(arr);
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--count;
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return (where, true);
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}
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