Fixed infinite loop with DoBattleAction. Added some casting logic.

This commit is contained in:
Filip Maj 2017-08-29 00:33:23 -04:00
parent d81832f256
commit 67485eafc0
5 changed files with 106 additions and 78 deletions

View file

@ -11,7 +11,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
public const ushort OPCODE = 0x013A;
public const uint PACKET_SIZE = 0xD8;
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int currentIndex)
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int listOffset)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
@ -19,46 +19,54 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
int max;
if (actionList.Length - listOffset <= 10)
max = actionList.Length - listOffset;
else
max = 10;
binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32)actionList.Length); //Num actions (always 1 for this)
binWriter.Write((UInt32)max); //Num actions
binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //?
//binWriter.Seek(0x20, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.targetId);
for (int i = 0; i < max; i++)
binWriter.Write((UInt32)actionList[listOffset + i].targetId);
binWriter.Seek(0x50, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.amount);
for (int i = 0; i < max; i++)
binWriter.Write((UInt16)actionList[listOffset + i].amount);
binWriter.Seek(0x64, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.worldMasterTextId);
for (int i = 0; i < max; i++)
binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
binWriter.Seek(0x78, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.effectId);
for (int i = 0; i < max; i++)
binWriter.Write((UInt32)actionList[listOffset + i].effectId);
binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.param);
for (int i = 0; i < max; i++)
binWriter.Write((Byte)actionList[listOffset + i].param);
binWriter.Seek(0xAA, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.unknown);
for (int i = 0; i < max; i++)
binWriter.Write((Byte)actionList[listOffset + i].unknown);
listOffset += max;
}
}
return new SubPacket(OPCODE, sourceActorId, data);
}
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int currentIndex)
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int listOffset)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
@ -66,39 +74,47 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
int max;
if (actionList.Count - listOffset <= 10)
max = actionList.Count - listOffset;
else
max = 10;
binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32)actionList.Count); //Num actions (always 1 for this)
binWriter.Write((UInt32)max); //Num actions
binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //?
//binWriter.Seek(0x20, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.targetId);
for (int i = 0; i < max; i++)
binWriter.Write((UInt32)actionList[listOffset + i].targetId);
binWriter.Seek(0x50, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.amount);
for (int i = 0; i < max; i++)
binWriter.Write((UInt16)actionList[listOffset + i].amount);
binWriter.Seek(0x64, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.worldMasterTextId);
for (int i = 0; i < max; i++)
binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
binWriter.Seek(0x78, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.effectId);
for (int i = 0; i < max; i++)
binWriter.Write((UInt32)actionList[listOffset + i].effectId);
binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.param);
for (int i = 0; i < max; i++)
binWriter.Write((Byte)actionList[listOffset + i].param);
binWriter.Seek(0xAA, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.unknown);
for (int i = 0; i < max; i++)
binWriter.Write((Byte)actionList[listOffset + i].unknown);
listOffset += max;
}
}