Fixed some (many) "{ get; set; }"

This commit is contained in:
Fabian
2017-10-26 19:36:15 +02:00
parent 5d1f0a8dc8
commit 8393349316
77 changed files with 3704 additions and 3697 deletions
@@ -36,8 +36,8 @@ namespace Game.Network.Packets
Latency = _worldPacket.ReadUInt32();
}
public uint Serial;
public uint Latency;
public uint Serial { get; set; }
public uint Latency { get; set; }
}
class Pong : ServerPacket
@@ -66,9 +66,9 @@ namespace Game.Network.Packets
_worldPacket.WriteUInt8(DosZeroBits);
}
public byte[] Challenge = new byte[16];
public byte[] DosChallenge = new byte[32]; // Encryption seeds
public byte DosZeroBits;
public byte[] Challenge { get; set; } = new byte[16];
public byte[] DosChallenge { get; set; } = new byte[32]; // Encryption seeds
public byte DosZeroBits { get; set; }
}
class AuthSession : ClientPacket
@@ -97,16 +97,16 @@ namespace Game.Network.Packets
RealmJoinTicket = _worldPacket.ReadString(realmJoinTicketSize);
}
public ushort Build;
public sbyte BuildType;
public uint RegionID;
public uint BattlegroupID;
public uint RealmID;
public Array<byte> LocalChallenge = new Array<byte>(16);
public byte[] Digest = new byte[24];
public ulong DosResponse;
public string RealmJoinTicket;
public bool UseIPv6;
public ushort Build { get; set; }
public sbyte BuildType { get; set; }
public uint RegionID { get; set; }
public uint BattlegroupID { get; set; }
public uint RealmID { get; set; }
public Array<byte> LocalChallenge { get; set; } = new Array<byte>(16);
public byte[] Digest { get; set; } = new byte[24];
public ulong DosResponse { get; set; }
public string RealmJoinTicket { get; set; }
public bool UseIPv6 { get; set; }
}
class AuthResponse : ServerPacket
@@ -200,37 +200,37 @@ namespace Game.Network.Packets
public Optional<AuthSuccessInfo> SuccessInfo; // contains the packet data in case that it has account information (It is never set when WaitInfo is set), otherwise its contents are undefined.
public Optional<AuthWaitInfo> WaitInfo; // contains the queue wait information in case the account is in the login queue.
public BattlenetRpcErrorCode Result; // the result of the authentication process, possible values are @ref BattlenetRpcErrorCode
public BattlenetRpcErrorCode Result { get; set; } // the result of the authentication process, possible values are @ref BattlenetRpcErrorCode.
public class AuthSuccessInfo
{
public byte AccountExpansionLevel; // the current expansion of this account, the possible values are in @ref Expansions
public byte ActiveExpansionLevel; // the current server expansion, the possible values are in @ref Expansions
public uint TimeRested; // affects the return value of the GetBillingTimeRested() client API call, it is the number of seconds you have left until the experience points and loot you receive from creatures and quests is reduced. It is only used in the Asia region in retail, it's not implemented in TC and will probably never be.
public byte AccountExpansionLevel { get; set; } // the current expansion of this account, the possible values are in @ref Expansion.
public byte ActiveExpansionLevel { get; set; } // the current server expansion, the possible values are in @ref Expansion.
public uint TimeRested { get; set; } // affects the return value of the GetBillingTimeRested() client API call, it is the number of seconds you have left until the experience points and loot you receive from creatures and quests is reduced. It is only used in the Asia region in retail, it's not implemented in TC and will probably never be.
public uint VirtualRealmAddress; // a special identifier made from the Index, BattleGroup and Region. @todo implement
public uint TimeSecondsUntilPCKick; // @todo research
public uint CurrencyID; // this is probably used for the ingame shop. @todo implement
public uint Time;
public uint VirtualRealmAddress { get; set; } // a special identifier made from the Index, BattleGroup and Region. @todo implement
public uint TimeSecondsUntilPCKick { get; set; } // @todo research
public uint CurrencyID { get; set; } // this is probably used for the ingame shop. @todo implement
public uint Time { get; set; }
public BillingInfo Billing;
public BillingInfo Billing { get; set; }
public List<VirtualRealmInfo> VirtualRealms = new List<VirtualRealmInfo>(); // list of realms connected to this one (inclusive) @todo implement
public List<CharacterTemplate> Templates = new List<CharacterTemplate>(); // list of pre-made character templates. @todo implement
public List<VirtualRealmInfo> VirtualRealms { get; set; } = new List<VirtualRealmInfo>(); // list of realms connected to this one (inclusive) @todo implement
public List<CharacterTemplate> Templates { get; set; } = new List<CharacterTemplate>(); // list of pre-made character templates. @todo implement
public Dictionary<byte, byte> AvailableClasses; // the minimum AccountExpansion required to select the classes
public Dictionary<byte, byte> AvailableRaces; // the minimum AccountExpansion required to select the races
public bool IsExpansionTrial;
public bool ForceCharacterTemplate; // forces the client to always use a character template when creating a new character. @see Templates. @todo implement
public Optional<ushort> NumPlayersHorde; // number of horde players in this realm. @todo implement
public Optional<ushort> NumPlayersAlliance; // number of alliance players in this realm. @todo implement
public bool IsExpansionTrial { get; set; }
public bool ForceCharacterTemplate { get; set; } // forces the client to always use a character template when creating a new character. @see Templates. @todo implement
public Optional<ushort> NumPlayersHorde { get; set; } // number of horde players in this realm. @todo implemet
public Optional<ushort> NumPlayersAlliance { get; set; } // number of alliance players in this realm. @todo implement
public struct BillingInfo
{
public uint BillingPlan;
public uint TimeRemain;
public bool InGameRoom;
public uint BillingPlan { get; set; }
public uint TimeRemain { get; set; }
public bool InGameRoom { get; set; }
}
}
}
@@ -308,12 +308,12 @@ namespace Game.Network.Packets
_worldPacket.WriteUInt8(Con);
}
public ulong Key;
public ConnectToSerial Serial;
public ConnectPayload Payload;
public byte Con;
public ulong Key { get; set; }
public ConnectToSerial Serial { get; set; }
public ConnectPayload Payload { get; set; }
public byte Con { get; set; }
public string Haiku = "An island of peace\nCorruption is brought ashore\nPandarens will rise\n\0\0\0";
public string Haiku { get; set; } = "An island of peace\nCorruption is brought ashore\nPandarens will rise\n\0\0\0";
public byte[] PiDigits = { 0x31, 0x41, 0x59, 0x26, 0x53, 0x58, 0x97, 0x93, 0x23, 0x84, 0x62, 0x64, 0x33, 0x83, 0x27, 0x95, 0x02, 0x88, 0x41, 0x97,
0x16, 0x93, 0x99, 0x37, 0x51, 0x05, 0x82, 0x09, 0x74, 0x94, 0x45, 0x92, 0x30, 0x78, 0x16, 0x40, 0x62, 0x86, 0x20, 0x89,
0x98, 0x62, 0x80, 0x34, 0x82, 0x53, 0x42, 0x11, 0x70, 0x67, 0x98, 0x21, 0x48, 0x08, 0x65, 0x13, 0x28, 0x23, 0x06, 0x64,
@@ -324,10 +324,10 @@ namespace Game.Network.Packets
public class ConnectPayload
{
public IPEndPoint Where;
public uint Adler32;
public byte XorMagic = 0x2A;
public byte[] PanamaKey = new byte[32];
public IPEndPoint Where { get; set; }
public uint Adler32 { get; set; }
public byte XorMagic { get; set; } = 0x2A;
public byte[] PanamaKey { get; set; } = new byte[32];
}
RsaCrypt Crypt;
@@ -345,10 +345,10 @@ namespace Game.Network.Packets
Digest = _worldPacket.ReadBytes(24);
}
public ulong DosResponse;
public ulong Key;
public byte[] LocalChallenge = new byte[16];
public byte[] Digest = new byte[24];
public ulong DosResponse { get; set; }
public ulong Key { get; set; }
public byte[] LocalChallenge { get; set; } = new byte[16];
public byte[] Digest { get; set; } = new byte[24];
}
class ResumeComms : ServerPacket
@@ -368,7 +368,7 @@ namespace Game.Network.Packets
Con = _worldPacket.ReadUInt8();
}
public ConnectToSerial Serial;
public ConnectToSerial Serial { get; set; }
byte Con;
}
@@ -417,8 +417,8 @@ namespace Game.Network.Packets
data.WriteString(RealmNameNormalized);
}
public bool IsLocal; // true if the realm is the same as the account's home realm
public bool IsInternalRealm; // @todo research
public bool IsLocal; // true if the realm is the same as the account's home realm
public bool IsInternalRealm; // @todo research
public string RealmNameActual; // the name of the realm
public string RealmNameNormalized; // the name of the realm without spaces
}
@@ -439,6 +439,6 @@ namespace Game.Network.Packets
}
public uint RealmAddress; // the virtual address of this realm, constructed as RealmHandle::Region << 24 | RealmHandle::Battlegroup << 16 | RealmHandle::Index
public VirtualRealmNameInfo RealmNameInfo;
public VirtualRealmNameInfo RealmNameInfo { get; set; }
}
}
}