Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Scenarios;
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using System.Collections.Generic;
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namespace Game.Network.Packets
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{
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class ScenarioState : ServerPacket
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{
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public ScenarioState() : base(ServerOpcodes.ScenarioState, ConnectionType.Instance) { }
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public override void Write()
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{
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_worldPacket.WriteInt32(ScenarioID);
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_worldPacket.WriteInt32(CurrentStep);
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_worldPacket.WriteUInt32(DifficultyID);
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_worldPacket.WriteUInt32(WaveCurrent);
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_worldPacket.WriteUInt32(WaveMax);
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_worldPacket.WriteUInt32(TimerDuration);
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_worldPacket.WriteUInt32(CriteriaProgress.Count);
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_worldPacket.WriteUInt32(BonusObjectives.Count);
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_worldPacket.WriteUInt32(PickedSteps.Count);
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_worldPacket.WriteUInt32(Spells.Count);
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for (int i = 0; i < PickedSteps.Count; ++i)
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_worldPacket.WriteUInt32(PickedSteps[i]);
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_worldPacket.WriteBit(ScenarioComplete);
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_worldPacket.FlushBits();
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foreach (CriteriaProgressPkt progress in CriteriaProgress)
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progress.Write(_worldPacket);
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foreach (BonusObjectiveData bonusObjective in BonusObjectives)
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bonusObjective.Write(_worldPacket);
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foreach (ScenarioSpellUpdate spell in Spells)
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spell.Write(_worldPacket);
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}
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public int ScenarioID;
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public int CurrentStep = -1;
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public uint DifficultyID;
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public uint WaveCurrent;
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public uint WaveMax;
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public uint TimerDuration;
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public List<CriteriaProgressPkt> CriteriaProgress = new List<CriteriaProgressPkt>();
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public List<BonusObjectiveData> BonusObjectives = new List<BonusObjectiveData>();
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public List<uint> PickedSteps = new List<uint>();
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public List<ScenarioSpellUpdate> Spells = new List<ScenarioSpellUpdate>();
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public bool ScenarioComplete = false;
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}
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class ScenarioProgressUpdate : ServerPacket
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{
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public ScenarioProgressUpdate() : base(ServerOpcodes.ScenarioProgressUpdate, ConnectionType.Instance) { }
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public override void Write()
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{
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CriteriaProgress.Write(_worldPacket);
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}
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public CriteriaProgressPkt CriteriaProgress;
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}
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class ScenarioCompleted : ServerPacket
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{
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public ScenarioCompleted(uint scenarioId) : base(ServerOpcodes.ScenarioCompleted, ConnectionType.Instance)
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{
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ScenarioID = scenarioId;
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}
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public override void Write()
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{
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_worldPacket.WriteUInt32(ScenarioID);
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}
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public uint ScenarioID;
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}
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class ScenarioBoot : ServerPacket
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{
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public ScenarioBoot() : base(ServerOpcodes.ScenarioBoot, ConnectionType.Instance) { }
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public override void Write()
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{
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_worldPacket.WriteInt32(ScenarioID);
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_worldPacket.WriteInt32(Unk1);
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_worldPacket.WriteBits(Unk2, 2);
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_worldPacket.FlushBits();
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}
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public int ScenarioID;
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public int Unk1;
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public byte Unk2;
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}
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class QueryScenarioPOI : ClientPacket
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{
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public QueryScenarioPOI(WorldPacket packet) : base(packet) { }
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public override void Read()
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{
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var count = _worldPacket.ReadUInt32();
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for (var i = 0; i < count; ++i)
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MissingScenarioPOIs.Add(_worldPacket.ReadInt32());
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}
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public Array<int> MissingScenarioPOIs = new Array<int>(35);
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}
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class ScenarioPOIs : ServerPacket
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{
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public ScenarioPOIs() : base(ServerOpcodes.ScenarioPois) { }
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public override void Write()
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{
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_worldPacket.WriteUInt32(ScenarioPOIDataStats.Count);
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foreach (ScenarioPOIData scenarioPOIData in ScenarioPOIDataStats)
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{
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_worldPacket.WriteInt32(scenarioPOIData.CriteriaTreeID);
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_worldPacket.WriteUInt32(scenarioPOIData.ScenarioPOIs.Count);
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foreach (ScenarioPOI scenarioPOI in scenarioPOIData.ScenarioPOIs)
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{
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_worldPacket.WriteInt32(scenarioPOI.BlobIndex);
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_worldPacket.WriteInt32(scenarioPOI.MapID);
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_worldPacket.WriteInt32(scenarioPOI.WorldMapAreaID);
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_worldPacket.WriteInt32(scenarioPOI.Floor);
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_worldPacket.WriteInt32(scenarioPOI.Priority);
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_worldPacket.WriteInt32(scenarioPOI.Flags);
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_worldPacket.WriteInt32(scenarioPOI.WorldEffectID);
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_worldPacket.WriteInt32(scenarioPOI.PlayerConditionID);
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_worldPacket.WriteUInt32(scenarioPOI.Points.Count);
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foreach (var scenarioPOIBlobPoint in scenarioPOI.Points)
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{
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_worldPacket.WriteInt32(scenarioPOIBlobPoint.X);
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_worldPacket.WriteInt32(scenarioPOIBlobPoint.Y);
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}
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}
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}
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}
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public List<ScenarioPOIData> ScenarioPOIDataStats = new List<ScenarioPOIData>();
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}
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struct BonusObjectiveData
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{
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public void Write(WorldPacket data)
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{
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data.WriteInt32(BonusObjectiveID);
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data.WriteBit(ObjectiveComplete);
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data.FlushBits();
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}
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public int BonusObjectiveID;
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public bool ObjectiveComplete;
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}
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class ScenarioSpellUpdate
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{
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public void Write(WorldPacket data)
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{
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data.WriteUInt32(SpellID);
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data.WriteBit(Usable);
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data.FlushBits();
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}
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public uint SpellID;
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public bool Usable = true;
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}
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struct ScenarioPOIData
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{
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public int CriteriaTreeID;
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public List<ScenarioPOI> ScenarioPOIs;
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}
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}
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