Core: Updated to 11.1.0
Port From (https://github.com/TrinityCore/TrinityCore/commit/23624ed75abc8cbb77bb2e24a08e0836e4c41db5)
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@@ -371,6 +371,7 @@ namespace Game.Networking.Packets
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class EnterEncryptedMode : ServerPacket
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{
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byte[] EncryptionKey;
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int RegionGroup;
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bool Enabled;
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static byte[] expandedPrivateKey;
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@@ -404,6 +405,7 @@ namespace Game.Networking.Packets
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toSign.Finish(EnableEncryptionSeed, 16);
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_worldPacket.WriteBytes(Ed25519.Sign(toSign.Digest, expandedPrivateKey, 0, EnableEncryptionContext));
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_worldPacket.WriteInt32(RegionGroup);
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_worldPacket.WriteBit(Enabled);
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_worldPacket.FlushBits();
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}
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@@ -416,7 +418,7 @@ namespace Game.Networking.Packets
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{
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data.WriteUInt32(WaitCount);
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data.WriteUInt32(WaitTime);
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data.WriteUInt32(AllowedFactionGroupForCharacterCreate);
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data.WriteUInt8(AllowedFactionGroupForCharacterCreate);
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data.WriteBit(HasFCM);
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data.WriteBit(CanCreateOnlyIfExisting);
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data.FlushBits();
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@@ -424,7 +426,7 @@ namespace Game.Networking.Packets
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public uint WaitCount; // position of the account in the login queue
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public uint WaitTime; // Wait time in login queue in minutes, if sent queued and this value is 0 client displays "unknown time"
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public uint AllowedFactionGroupForCharacterCreate;
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public byte AllowedFactionGroupForCharacterCreate;
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public bool HasFCM; // true if the account has a forced character migration pending. @todo implement
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public bool CanCreateOnlyIfExisting; ///< Can create characters on realm only if player has other existing characters there
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}
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