System.Collections.Generic.List.Add(uint)

Here are the examples of the csharp api System.Collections.Generic.List.Add(uint) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

678 Examples 7

19 Source : JobBars.Party.cs
with GNU Affero General Public License v3.0
from 0ceal0t

private static List<uint> GetPartyMemberOrder() {
            var ret = new List<uint>();

            var partyUI = UIHelper.GetPartyUI();
            if (partyUI == null || partyUI->PartyMemberCount == 0) { // fallback
                ret.Add(ClientState.LocalPlayer.ObjectId);
                return ret;
            }

            for (int i = 0; i < partyUI->PartyMemberCount; i++) {
                var member = partyUI->PartyMember[i];
                var objectId = (uint)member.ObjectID;
                ret.Add((objectId == 0xE0000000 || objectId == 0xFFFFFFFF) ? 0 : objectId);
            }

            return ret;
        }

19 Source : JobBars.Party.cs
with GNU Affero General Public License v3.0
from 0ceal0t

private static List<uint> GetPartyMemberOrder() {
            var ret = new List<uint>();

            var partyUI = UIHelper.GetPartyUI();
            if (partyUI == null || partyUI->PartyMemberCount == 0) { // fallback
                ret.Add(ClientState.LocalPlayer.ObjectId);
                return ret;
            }

            for (int i = 0; i < partyUI->PartyMemberCount; i++) {
                var member = partyUI->PartyMember[i];
                var objectId = (uint)member.ObjectID;
                ret.Add((objectId == 0xE0000000 || objectId == 0xFFFFFFFF) ? 0 : objectId);
            }

            return ret;
        }

19 Source : AvifWriter.AvifWriterState.cs
with MIT License
from 0xC0000054

private ImageStateInfo InitializeFromImageGrid(IReadOnlyList<CompressedAV1Image> colorImages,
                                                           IReadOnlyList<CompressedAV1Image> alphaImages,
                                                           bool premultipliedAlpha,
                                                           ImageGridMetadata imageGridMetadata)
            {
                ulong mediaDataBoxContentSize = 0;
                uint itemId = FirsreplacedemId;

                List<uint> colorImageIds = new List<uint>(colorImages.Count);
                List<uint> alphaImageIds = alphaImages != null ? new List<uint>(alphaImages.Count) : null;

                List<int> mediaDataBoxColorItemIndexes = new List<int>(colorImages.Count);
                List<int> mediaBoxAlphaItemIndexes = new List<int>(alphaImages != null ? alphaImages.Count : 0);

                for (int i = 0; i < colorImages.Count; i++)
                {
                    int duplicateImageIndex;
                    int duplicateColorImageIndex = -1;

                    if (this.duplicateColorTiles.TryGetValue(i, out duplicateImageIndex))
                    {
                        duplicateColorImageIndex = mediaDataBoxColorItemIndexes[duplicateImageIndex];
                    }

                    CompressedAV1Image color = colorImages[i];
                    AvifWriterItem colorItem = AvifWriterItem.CreateFromImage(itemId, null, color, false, duplicateColorImageIndex);
                    itemId++;
                    colorImageIds.Add(colorItem.Id);

                    mediaDataBoxColorItemIndexes.Add(this.items.Count);
                    this.items.Add(colorItem);

                    if (duplicateColorImageIndex == -1)
                    {
                        mediaDataBoxContentSize += color.Data.ByteLength;
                    }

                    if (alphaImages != null)
                    {
                        int duplicateAlphaImageIndex = -1;

                        if (this.duplicateAlphaTiles.TryGetValue(i, out duplicateImageIndex))
                        {
                            duplicateAlphaImageIndex = mediaBoxAlphaItemIndexes[duplicateImageIndex];
                        }

                        CompressedAV1Image alpha = alphaImages[i];
                        AvifWriterItem alphaItem = AvifWriterItem.CreateFromImage(itemId, null, alpha, true, duplicateAlphaImageIndex);
                        itemId++;
                        alphaItem.ItemReferences.Add(new ItemReferenceEntryBox(alphaItem.Id, ReferenceTypes.AuxiliaryImage, colorItem.Id));

                        if (premultipliedAlpha)
                        {
                            alphaItem.ItemReferences.Add(new ItemReferenceEntryBox(colorItem.Id,
                                                                                   ReferenceTypes.PremultipliedAlphaImage,
                                                                                   alphaItem.Id));
                        }

                        alphaImageIds.Add(alphaItem.Id);
                        mediaBoxAlphaItemIndexes.Add(this.items.Count);
                        this.items.Add(alphaItem);

                        if (duplicateAlphaImageIndex == -1)
                        {
                            mediaDataBoxContentSize += alpha.Data.ByteLength;
                        }
                    }
                }

                ulong gridDescriptorLength;

                if (imageGridMetadata.OutputHeight > ushort.MaxValue || imageGridMetadata.OutputWidth > ushort.MaxValue)
                {
                    gridDescriptorLength = ImageGridDescriptor.LargeDescriptorLength;
                }
                else
                {
                    gridDescriptorLength = ImageGridDescriptor.SmallDescriptorLength;
                }

                // The grid items do not have any data to write in the media data box.
                AvifWriterItem colorGridItem = AvifWriterItem.CreateFromImageGrid(itemId, "Color", 0, gridDescriptorLength);
                itemId++;
                colorGridItem.ItemReferences.Add(new ItemReferenceEntryBox(colorGridItem.Id, ReferenceTypes.DerivedImage, colorImageIds));

                this.PrimaryItemId = colorGridItem.Id;
                this.items.Add(colorGridItem);

                if (alphaImages != null)
                {
                    // The ImageGridDescriptor is shared between the color and alpha image.
                    AvifWriterItem alphaGridItem = AvifWriterItem.CreateFromImageGrid(itemId, "Alpha", 0, gridDescriptorLength);
                    itemId++;
                    alphaGridItem.ItemReferences.Add(new ItemReferenceEntryBox(alphaGridItem.Id, ReferenceTypes.AuxiliaryImage, colorGridItem.Id));
                    alphaGridItem.ItemReferences.Add(new ItemReferenceEntryBox(alphaGridItem.Id, ReferenceTypes.DerivedImage, alphaImageIds));

                    if (premultipliedAlpha)
                    {
                        alphaGridItem.ItemReferences.Add(new ItemReferenceEntryBox(colorGridItem.Id,
                                                                                   ReferenceTypes.PremultipliedAlphaImage,
                                                                                   alphaGridItem.Id));
                    }

                    this.AlphaItemId = alphaGridItem.Id;
                    this.items.Add(alphaGridItem);
                }

                this.MediaDataBoxAlphaItemIndexes = mediaBoxAlphaItemIndexes;
                this.MediaDataBoxColorItemIndexes = mediaDataBoxColorItemIndexes;

                return new ImageStateInfo(mediaDataBoxContentSize, itemId);
            }

19 Source : Formatter.Array1.List.cs
with MIT License
from 1996v

public List<UInt32> Deserialize(ref BssomReader reader, ref BssomDeserializeContext context)
        {
            if (reader.TryReadNullWithEnsureArray1BuildInType(BssomType.UInt32Code))
            {
                return default;
            }

            context.Option.Security.DepthStep(ref context);
            reader.SkipVariableNumber();
            int len = reader.ReadVariableNumber();
            List<uint> val = new List<UInt32>(len);
            for (int i = 0; i < len; i++)
            {
                val.Add(reader.ReadUInt32WithOutTypeHead());
            }
            context.Depth--;
            return val;
        }

19 Source : Builder.cs
with MIT License
from a3geek

private void AddSeeds(int count)
        {
            for(var i = 0; i < count; i++)
            {
                this.Seeds.Add((uint)(Random.value * uint.MaxValue));
            }
        }

19 Source : BaseCursor.cs
with Apache License 2.0
from abist-co-ltd

public virtual void OnPointerDown(MixedRealityPointerEventData eventData)
        {
            if (IsPointerValid)
            {
                foreach (var sourcePointer in eventData.InputSource.Pointers)
                {
                    if (sourcePointer.PointerId == Pointer.PointerId)
                    {
                        SourceDownIds.Add(eventData.SourceId);
                        return;
                    }
                }
            }
        }

19 Source : SpellBase.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void Unpack(BinaryReader reader)
        {
            Name = reader.ReadObfuscatedString();
            reader.AlignBoundary();
            Desc = reader.ReadObfuscatedString();
            reader.AlignBoundary();
            School = (MagicSchool)reader.ReadUInt32();
            Icon = reader.ReadUInt32();
            Category = (SpellCategory)reader.ReadUInt32();
            Bitfield = reader.ReadUInt32();
            BaseMana = reader.ReadUInt32();
            BaseRangeConstant = reader.ReadSingle();
            BaseRangeMod = reader.ReadSingle();
            Power = reader.ReadUInt32();
            SpellEconomyMod = reader.ReadSingle();
            FormulaVersion = reader.ReadUInt32();
            ComponentLoss = reader.ReadSingle();
            MetaSpellType = (SpellType)reader.ReadUInt32();
            MetaSpellId = reader.ReadUInt32();

            switch (MetaSpellType)
            {
                case SpellType.Enchantment:
                case SpellType.FellowEnchantment:
                    Duration = reader.ReadDouble();
                    DegradeModifier = reader.ReadSingle();
                    DegradeLimit = reader.ReadSingle();
                    break;
                case SpellType.PortalSummon:
                    PortalLifetime = reader.ReadDouble();
                    break;
            }

            // Components : Load them first, then decrypt them. More efficient to hash all at once.
            List<uint> rawComps = new List<uint>();

            for (uint j = 0; j < 8; j++)
            {
                uint comp = reader.ReadUInt32();

                // We will only add the comp if it is valid
                if (comp > 0)
                    rawComps.Add(comp);
            }

            // Get the decryped component values
            Formula = DecryptFormula(rawComps, Name, Desc);

            CasterEffect = reader.ReadUInt32();
            TargetEffect = reader.ReadUInt32();
            FizzleEffect = reader.ReadUInt32();
            RecoveryInterval = reader.ReadDouble();
            RecoveryAmount = reader.ReadSingle();
            DisplayOrder = reader.ReadUInt32();
            NonComponentTargetType = reader.ReadUInt32();
            ManaMod = reader.ReadUInt32();
        }

19 Source : SpellBase.cs
with GNU Affero General Public License v3.0
from ACEmulator

private static List<uint> DecryptFormula(List<uint> rawComps, string name, string desc)
        {
            List<uint> comps = new List<uint>();

            // uint testDescHash = ComputeHash(" – 200");
            uint nameHash = SpellTable.ComputeHash(name);
            uint descHash = SpellTable.ComputeHash(desc);

            uint key = (nameHash % 0x12107680) + (descHash % 0xBEADCF45);

            for (int i = 0; i < rawComps.Count; i++)
            {
                uint comp = (rawComps[i] - key);

                // This seems to correct issues with certain spells with extended characters.
                if (comp > HIGHEST_COMP_ID) // highest comp ID is 198 - "Essence of Kemeroi", for Void Spells
                    comp = comp & 0xFF;

                comps.Add(comp);
            }

            return comps;
        }

19 Source : StringTableData.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void Unpack(BinaryReader reader)
        {
            Id = reader.ReadUInt32();

            var num_varnames = reader.ReadUInt16();
            for (uint i = 0; i < num_varnames; i++)
                VarNames.Add(reader.ReadUnicodeString());

            var num_vars = reader.ReadUInt16();
            for (uint i = 0; i < num_vars; i++)
                Vars.Add(reader.ReadUnicodeString());

            var num_strings = reader.ReadUInt32();
            for (uint i = 0; i < num_strings; i++)
                Strings.Add(reader.ReadUnicodeString());

            var num_comments = reader.ReadUInt32();
            for (uint i = 0; i < num_comments; i++)
                Comments.Add(reader.ReadUInt32());

            Unknown = reader.ReadByte();
        }

19 Source : EnvCell.cs
with GNU Affero General Public License v3.0
from ACEmulator

public override void Unpack(BinaryReader reader)
        {
            Id = reader.ReadUInt32();

            Flags = (EnvCellFlags)reader.ReadUInt32();

            reader.BaseStream.Position += 4; // Skip ahead 4 bytes, because this is the CellId. Again. Twice.

            byte numSurfaces    = reader.ReadByte();
            byte numPortals     = reader.ReadByte();    // Note that "portal" in this context does not refer to the swirly pink/purple thing, its basically connecting cells
            ushort numStabs     = reader.ReadUInt16();  // I believe this is what cells can be seen from this one. So the engine knows what else it needs to load/draw.

            // Read what surfaces are used in this cell
            for (uint i = 0; i < numSurfaces; i++)
                Surfaces.Add(0x08000000u | reader.ReadUInt16()); // these are stored in the dat as short values, so we'll make them a full dword

            EnvironmentId = (0x0D000000u | reader.ReadUInt16());

            CellStructure = reader.ReadUInt16();

            Position.Unpack(reader);

            CellPortals.Unpack(reader, numPortals);

            for (uint i = 0; i < numStabs; i++)
                VisibleCells.Add(reader.ReadUInt16());

            if ((Flags & EnvCellFlags.HreplacedtaticObjs) != 0)
                StaticObjects.Unpack(reader);

            if ((Flags & EnvCellFlags.HasRestrictionObj) != 0)
                RestrictionObj = reader.ReadUInt32();
        }

19 Source : XpTable.cs
with GNU Affero General Public License v3.0
from ACEmulator

public override void Unpack(BinaryReader reader)
        {
            Id = reader.ReadUInt32();

            // The counts for each "Table" are at the top of the file.
            int attributeCount          = reader.ReadInt32();
            int vitalCount              = reader.ReadInt32();
            int trainedSkillCount       = reader.ReadInt32();
            int specializedSkillCount   = reader.ReadInt32();

            uint levelCount             = reader.ReadUInt32();

            for (int i = 0; i <= attributeCount; i++)
                AttributeXpList.Add(reader.ReadUInt32());

            for (int i = 0; i <= vitalCount; i++)
                VitalXpList.Add(reader.ReadUInt32());

            for (int i = 0; i <= trainedSkillCount; i++)
                TrainedSkillXpList.Add(reader.ReadUInt32());

            for (int i = 0; i <= specializedSkillCount; i++)
                SpecializedSkillXpList.Add(reader.ReadUInt32());

            for (int i = 0; i <= levelCount; i++)
                CharacterLevelXPList.Add(reader.ReadUInt64());

            for (int i = 0; i <= levelCount; i++)
                CharacterLevelSkillCreditList.Add(reader.ReadUInt32());
        }

19 Source : UnpackableExtensions.cs
with GNU Affero General Public License v3.0
from ACEmulator

public static void Unpack(this List<uint> value, BinaryReader reader)
        {
            var totalObjects = reader.ReadInt32();

            for (int i = 0; i < totalObjects; i++)
            {
                var item = reader.ReadUInt32();
                value.Add(item);
            }
        }

19 Source : QualityFilter.cs
with GNU Affero General Public License v3.0
from ACEmulator

public override void Unpack(BinaryReader reader)
        {
            Id = reader.ReadUInt32();
            uint numInt = reader.ReadUInt32();
            uint numInt64 = reader.ReadUInt32();
            uint numBool = reader.ReadUInt32();
            uint numFloat = reader.ReadUInt32();
            uint numDid = reader.ReadUInt32();
            uint numIid = reader.ReadUInt32();
            uint numString = reader.ReadUInt32();
            uint numPosition = reader.ReadUInt32();

            for (var i = 0; i < numInt; i++)
                IntStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numInt64; i++)
                Int64StatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numBool; i++)
                BoolStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numFloat; i++)
                FloatStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numDid; i++)
                DidStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numIid; i++)
                IidStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numString; i++)
                StringStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numPosition; i++)
                PositionStatFilter.Add(reader.ReadUInt32());

            uint numAttribute = reader.ReadUInt32();
            uint numAttribute2nd = reader.ReadUInt32();
            uint numSkill = reader.ReadUInt32();

            for (var i = 0; i < numAttribute; i++)
                AttributeStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numAttribute2nd; i++)
                Attribute2ndStatFilter.Add(reader.ReadUInt32());
            for (var i = 0; i < numSkill; i++)
                SkillStatFilter.Add(reader.ReadUInt32());
        }

19 Source : SetupModel.cs
with GNU Affero General Public License v3.0
from ACEmulator

public override void Unpack(BinaryReader reader)
        {
            Id = reader.ReadUInt32();

            Flags = (SetupFlags)reader.ReadUInt32();

            AllowFreeHeading    = (Flags & SetupFlags.AllowFreeHeading) != 0;
            HasPhysicsBSP       = (Flags & SetupFlags.HasPhysicsBSP) != 0;

            // Get all the GraphicsObjects in this SetupModel. These are all the 01-types.
            uint numParts = reader.ReadUInt32();
            for (int i = 0; i < numParts; i++)
                Parts.Add(reader.ReadUInt32());

            if ((Flags & SetupFlags.HasParent) != 0)
            {
                for (int i = 0; i < numParts; i++)
                    ParentIndex.Add(reader.ReadUInt32());
            }

            if ((Flags & SetupFlags.HasDefaultScale) != 0)
            {
                for (int i = 0; i < numParts; i++)
                    DefaultScale.Add(reader.ReadVector3());
            }

            HoldingLocations.Unpack(reader);
            ConnectionPoints.Unpack(reader);

            int placementsCount = reader.ReadInt32();
            for (int i = 0; i < placementsCount; i++)
            {
                int key = reader.ReadInt32();
                // there is a frame for each Part
                var placementType = new PlacementType();
                placementType.Unpack(reader, (uint)Parts.Count);
                PlacementFrames.Add(key, placementType);
            }

            CylSpheres.Unpack(reader);

            Spheres.Unpack(reader);

            Height          = reader.ReadSingle();
            Radius          = reader.ReadSingle();
            StepUpHeight    = reader.ReadSingle();
            StepDownHeight  = reader.ReadSingle();

            SortingSphere.Unpack(reader);
            SelectionSphere.Unpack(reader);

            Lights.Unpack(reader);

            DefaultAnimation    = reader.ReadUInt32();
            DefaultScript       = reader.ReadUInt32();
            DefaultMotionTable  = reader.ReadUInt32();
            DefaultSoundTable   = reader.ReadUInt32();
            DefaultScriptTable  = reader.ReadUInt32();
        }

19 Source : UnpackableExtensions.cs
with GNU Affero General Public License v3.0
from ACEmulator

public static void UnpackSmartArray(this List<uint> value, BinaryReader reader)
        {
            var totalObjects = reader.ReadCompressedUInt32();

            for (int i = 0; i < totalObjects; i++)
            {
                var item = reader.ReadUInt32();
                value.Add(item);
            }
        }

19 Source : Spell.cs
with GNU Affero General Public License v3.0
from ACEmulator

public List<uint> TryBurnComponents(Player player)
        {
            var consumed = new List<uint>();

            // the base rate for each component is defined per-spell
            var baseRate = ComponentLoss;

            // get magic skill mod
            var magicSkill = GetMagicSkill();
            var playerSkill = player.GetCreatureSkill(magicSkill);
            var skillMod = Math.Min(1.0f, (float)Power / playerSkill.Current);
            //Console.WriteLine($"TryBurnComponents.SkillMod: {skillMod}");

            //DebugComponents();

            foreach (var component in Formula.CurrentFormula)
            {
                if (!SpellFormula.SpellComponentsTable.SpellComponents.TryGetValue(component, out var spellComponent))
                {
                    Console.WriteLine($"Spell.TryBurnComponents(): Couldn't find SpellComponent {component}");
                    continue;
                }

                // component burn rate = spell base rate * component destruction modifier * skillMod?
                var burnRate = baseRate * spellComponent.CDM * skillMod;

                // TODO: curve?
                var rng = ThreadSafeRandom.Next(0.0f, 1.0f);
                if (rng < burnRate)
                    consumed.Add(component);
            }
            return consumed;
        }

19 Source : SpellFormula.cs
with GNU Affero General Public License v3.0
from ACEmulator

public List<uint> GetFociFormula()
        {
            FociFormula = new List<uint>();

            // Add all the scarabs (remember, some spells have multiple scarabs, like Ring spells)
            for (var i = 0; i < Components.Count; i++)
            {
                var component = Components[i];
                if (IsScarab(component) || component == 111)    // added: chorizite, as per client
                    FociFormula.Add(component);
            }

            // Number of Prismatic Tapers is based on the spell "power"
            // See client CSpellBase::InqScarabOnlyFormula
            var numTapers = 0;
            switch (Power)
            {
                case 1:
                    numTapers = 1;
                    break;
                case 2:
                    numTapers = 2;
                    break;
                case 3:
                case 4:
                case 7:
                    numTapers = 3;
                    break;
                case 5:
                case 6:
                case 8:
                case 9:
                case 10:
                    numTapers = 4;
                    break;
            }

            for (var i = 0; i < numTapers; i++)
                FociFormula.Add(188);   // prismatic taper

            return FociFormula;
        }

19 Source : PlayerFactory.cs
with GNU Affero General Public License v3.0
from ACEmulator

public static CreateResult Create(CharacterCreateInfo characterCreateInfo, Weenie weenie, ObjectGuid guid, uint accountId, WeenieType weenieType, out Player player)
        {
            var heritageGroup = DatManager.PortalDat.CharGen.HeritageGroups[(uint)characterCreateInfo.Heritage];

            if (weenieType == WeenieType.Admin)
                player = new Admin(weenie, guid, accountId);
            else if (weenieType == WeenieType.Sentinel)
                player = new Sentinel(weenie, guid, accountId);
            else
                player = new Player(weenie, guid, accountId);

            player.SetProperty(PropertyInt.HeritageGroup, (int)characterCreateInfo.Heritage);
            player.SetProperty(PropertyString.HeritageGroup, heritageGroup.Name);
            player.SetProperty(PropertyInt.Gender, (int)characterCreateInfo.Gender);
            player.SetProperty(PropertyString.Sex, characterCreateInfo.Gender == 1 ? "Male" : "Female");

            //player.SetProperty(PropertyDataId.Icon, cgh.IconImage); // I don't believe this is used anywhere in the client, but it might be used by a future custom launcher

            // pull character data from the dat file
            var sex = heritageGroup.Genders[(int)characterCreateInfo.Gender];

            player.SetProperty(PropertyDataId.MotionTable, sex.MotionTable);
            player.SetProperty(PropertyDataId.SoundTable, sex.SoundTable);
            player.SetProperty(PropertyDataId.PhysicsEffectTable, sex.PhysicsTable);
            player.SetProperty(PropertyDataId.Setup, sex.SetupID);
            player.SetProperty(PropertyDataId.PaletteBase, sex.BasePalette);
            player.SetProperty(PropertyDataId.CombatTable, sex.CombatTable);

            // Check the character scale
            if (sex.Scale != 100)
                player.SetProperty(PropertyFloat.DefaultScale, sex.Scale / 100.0f); // Scale is stored as a percentage

            // Get the hair first, because we need to know if you're bald, and that's the name of that tune!
            var hairstyle = sex.HairStyleList[(int)characterCreateInfo.Appearance.HairStyle];

            // Olthoi and Gear Knights have a "Body Style" instead of a hair style. These styles have multiple model/texture changes, instead of a single head/hairstyle.
            // Storing this value allows us to send the proper appearance ObjDesc
            if (hairstyle.ObjDesc.AnimPartChanges.Count > 1)
                player.SetProperty(PropertyInt.Hairstyle, (int)characterCreateInfo.Appearance.HairStyle);

            // Certain races (Undead, Tumeroks, Others?) have multiple body styles available. This is controlled via the "hair style".
            if (hairstyle.AlternateSetup > 0)
                player.SetProperty(PropertyDataId.Setup, hairstyle.AlternateSetup);

            player.SetProperty(PropertyDataId.EyesTexture, sex.GetEyeTexture(characterCreateInfo.Appearance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.DefaultEyesTexture, sex.GetDefaultEyeTexture(characterCreateInfo.Appearance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.NoseTexture, sex.GetNoseTexture(characterCreateInfo.Appearance.Nose));
            player.SetProperty(PropertyDataId.DefaultNoseTexture, sex.GetDefaultNoseTexture(characterCreateInfo.Appearance.Nose));
            player.SetProperty(PropertyDataId.MouthTexture, sex.GetMouthTexture(characterCreateInfo.Appearance.Mouth));
            player.SetProperty(PropertyDataId.DefaultMouthTexture, sex.GetDefaultMouthTexture(characterCreateInfo.Appearance.Mouth));
            player.Character.HairTexture = sex.GetHairTexture(characterCreateInfo.Appearance.HairStyle) ?? 0;
            player.Character.DefaultHairTexture = sex.GetDefaultHairTexture(characterCreateInfo.Appearance.HairStyle) ?? 0;
            // HeadObject can be null if we're dealing with GearKnight or Olthoi
            var headObject = sex.GetHeadObject(characterCreateInfo.Appearance.HairStyle);
            if (headObject != null)
                player.SetProperty(PropertyDataId.HeadObject, (uint)headObject);

            // Skin is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var skinPalSet = DatManager.PortalDat.ReadFromDat<PaletteSet>(sex.SkinPalSet);
            player.SetProperty(PropertyDataId.SkinPalette, skinPalSet.GetPaletteID(characterCreateInfo.Appearance.SkinHue));
            player.SetProperty(PropertyFloat.Shade, characterCreateInfo.Appearance.SkinHue);

            // Hair is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var hairPalSet = DatManager.PortalDat.ReadFromDat<PaletteSet>(sex.HairColorList[(int)characterCreateInfo.Appearance.HairColor]);
            player.SetProperty(PropertyDataId.HairPalette, hairPalSet.GetPaletteID(characterCreateInfo.Appearance.HairHue));

            // Eye Color
            player.SetProperty(PropertyDataId.EyesPalette, sex.EyeColorList[(int)characterCreateInfo.Appearance.EyeColor]);

            // skip over this for olthoi, use the weenie defaults
            if (!player.IsOlthoiPlayer)
            {
                if (characterCreateInfo.Appearance.HeadgearStyle < uint.MaxValue) // No headgear is max UINT
                {
                    var hat = GetClothingObject(sex.GetHeadgearWeenie(characterCreateInfo.Appearance.HeadgearStyle), characterCreateInfo.Appearance.HeadgearColor, characterCreateInfo.Appearance.HeadgearHue);
                    if (hat != null)
                        player.TryEquipObject(hat, hat.ValidLocations ?? 0);
                    else
                        player.TryAddToInventory(CreateIOU(sex.GetHeadgearWeenie(characterCreateInfo.Appearance.HeadgearStyle)));
                }

                var shirt = GetClothingObject(sex.GetShirtWeenie(characterCreateInfo.Appearance.ShirtStyle), characterCreateInfo.Appearance.ShirtColor, characterCreateInfo.Appearance.ShirtHue);
                if (shirt != null)
                    player.TryEquipObject(shirt, shirt.ValidLocations ?? 0);
                else
                    player.TryAddToInventory(CreateIOU(sex.GetShirtWeenie(characterCreateInfo.Appearance.ShirtStyle)));

                var pants = GetClothingObject(sex.GetPantsWeenie(characterCreateInfo.Appearance.PantsStyle), characterCreateInfo.Appearance.PantsColor, characterCreateInfo.Appearance.PantsHue);
                if (pants != null)
                    player.TryEquipObject(pants, pants.ValidLocations ?? 0);
                else
                    player.TryAddToInventory(CreateIOU(sex.GetPantsWeenie(characterCreateInfo.Appearance.PantsStyle)));

                var shoes = GetClothingObject(sex.GetFootwearWeenie(characterCreateInfo.Appearance.FootwearStyle), characterCreateInfo.Appearance.FootwearColor, characterCreateInfo.Appearance.FootwearHue);
                if (shoes != null)
                    player.TryEquipObject(shoes, shoes.ValidLocations ?? 0);
                else
                    player.TryAddToInventory(CreateIOU(sex.GetFootwearWeenie(characterCreateInfo.Appearance.FootwearStyle)));

                string templateName = heritageGroup.Templates[characterCreateInfo.TemplateOption].Name;
                player.SetProperty(PropertyString.Template, templateName);

                player.Addreplacedle(heritageGroup.Templates[characterCreateInfo.TemplateOption].replacedle, true);

                // attributes
                var result = ValidateAttributeCredits(characterCreateInfo, heritageGroup.AttributeCredits);

                if (result != CreateResult.Success)
                    return result;

                player.Strength.StartingValue = characterCreateInfo.StrengthAbility;
                player.Endurance.StartingValue = characterCreateInfo.EnduranceAbility;
                player.Coordination.StartingValue = characterCreateInfo.CoordinationAbility;
                player.Quickness.StartingValue = characterCreateInfo.QuicknessAbility;
                player.Focus.StartingValue = characterCreateInfo.FocusAbility;
                player.Self.StartingValue = characterCreateInfo.SelfAbility;

                // data we don't care about
                //characterCreateInfo.CharacterSlot;
                //characterCreateInfo.ClreplacedId;

                // characters start with max vitals
                player.Health.Current = player.Health.Base;
                player.Stamina.Current = player.Stamina.Base;
                player.Mana.Current = player.Mana.Base;

                // set initial skill credit amount. 52 for all but "Olthoi", which have 68
                player.SetProperty(PropertyInt.AvailableSkillCredits, (int)heritageGroup.SkillCredits);
                player.SetProperty(PropertyInt.TotalSkillCredits, (int)heritageGroup.SkillCredits);

                if (characterCreateInfo.SkillAdvancementClreplacedes.Count != 55)
                    return CreateResult.ClientServerSkillsMismatch;

                for (int i = 0; i < characterCreateInfo.SkillAdvancementClreplacedes.Count; i++)
                {
                    var sac = characterCreateInfo.SkillAdvancementClreplacedes[i];

                    if (sac == SkillAdvancementClreplaced.Inactive)
                        continue;

                    if (!DatManager.PortalDat.SkillTable.SkillBaseHash.ContainsKey((uint)i))
                    {
                        log.ErrorFormat("Character {0} tried to create with skill {1} that was not found in Portal dat.", characterCreateInfo.Name, i);
                        return CreateResult.InvalidSkillRequested;
                    }

                    var skill = DatManager.PortalDat.SkillTable.SkillBaseHash[(uint)i];

                    var trainedCost = skill.TrainedCost;
                    var specializedCost = skill.UpgradeCostFromTrainedToSpecialized;

                    foreach (var skillGroup in heritageGroup.Skills)
                    {
                        if (skillGroup.SkillNum == i)
                        {
                            trainedCost = skillGroup.NormalCost;
                            specializedCost = skillGroup.PrimaryCost;
                            break;
                        }
                    }

                    if (sac == SkillAdvancementClreplaced.Specialized)
                    {
                        if (!player.TrainSkill((Skill)i, trainedCost))
                            return CreateResult.FailedToTrainSkill;
                        if (!player.SpecializeSkill((Skill)i, specializedCost))
                            return CreateResult.FailedToSpecializeSkill;
                    }
                    else if (sac == SkillAdvancementClreplaced.Trained)
                    {
                        if (!player.TrainSkill((Skill)i, trainedCost, true))
                            return CreateResult.FailedToTrainSkill;
                    }
                    else if (sac == SkillAdvancementClreplaced.Untrained)
                        player.UntrainSkill((Skill)i, 0);
                }

                // Set Heritage based Melee and Ranged Masteries
                GetMasteries(player.HeritageGroup, out WeaponType meleeMastery, out WeaponType rangedMastery);

                player.SetProperty(PropertyInt.MeleeMastery, (int)meleeMastery);
                player.SetProperty(PropertyInt.RangedMastery, (int)rangedMastery);

                // Set innate augs
                SetInnateAugmentations(player);

                var isDualWieldTrainedOrSpecialized = player.Skills.TryGetValue(Skill.DualWield, out var dualWield) && dualWield.AdvancementClreplaced > SkillAdvancementClreplaced.Untrained;

                // grant starter items based on skills
                var starterGearConfig = StarterGearFactory.GetStarterGearConfiguration();
                var grantedWeenies = new List<uint>();

                foreach (var skillGear in starterGearConfig.Skills)
                {
                    //var charSkill = player.Skills[(Skill)skillGear.SkillId];
                    if (!player.Skills.TryGetValue((Skill)skillGear.SkillId, out var charSkill))
                        continue;

                    if (charSkill.AdvancementClreplaced == SkillAdvancementClreplaced.Trained || charSkill.AdvancementClreplaced == SkillAdvancementClreplaced.Specialized)
                    {
                        foreach (var item in skillGear.Gear)
                        {
                            if (grantedWeenies.Contains(item.WeenieId))
                            {
                                var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClreplacedId == item.WeenieId);
                                if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                                    continue;

                                existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                                continue;
                            }

                            var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                            if (loot != null)
                            {
                                if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                                    loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                            }
                            else
                            {
                                player.TryAddToInventory(CreateIOU(item.WeenieId));
                            }

                            if (loot != null && player.TryAddToInventory(loot))
                                grantedWeenies.Add(item.WeenieId);

                            if (isDualWieldTrainedOrSpecialized && loot != null)
                            {
                                if (loot.WeenieType == WeenieType.MeleeWeapon)
                                {
                                    var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                    if (dualloot != null)
                                    {
                                        player.TryAddToInventory(dualloot);
                                    }
                                    else
                                    {
                                        player.TryAddToInventory(CreateIOU(item.WeenieId));
                                    }
                                }
                            }
                        }

                        var heritageLoot = skillGear.Heritage.FirstOrDefault(i => i.HeritageId == (ushort)characterCreateInfo.Heritage);
                        if (heritageLoot != null)
                        {
                            foreach (var item in heritageLoot.Gear)
                            {
                                if (grantedWeenies.Contains(item.WeenieId))
                                {
                                    var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClreplacedId == item.WeenieId);
                                    if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                                        continue;

                                    existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                                    continue;
                                }

                                var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                if (loot != null)
                                {
                                    if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                                        loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                                }
                                else
                                {
                                    player.TryAddToInventory(CreateIOU(item.WeenieId));
                                }

                                if (loot != null && player.TryAddToInventory(loot))
                                    grantedWeenies.Add(item.WeenieId);

                                if (isDualWieldTrainedOrSpecialized && loot != null)
                                {
                                    if (loot.WeenieType == WeenieType.MeleeWeapon)
                                    {
                                        var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                        if (dualloot != null)
                                        {
                                            player.TryAddToInventory(dualloot);
                                        }
                                        else
                                        {
                                            player.TryAddToInventory(CreateIOU(item.WeenieId));
                                        }
                                    }
                                }
                            }
                        }

                        foreach (var spell in skillGear.Spells)
                        {
                            if (charSkill.AdvancementClreplaced == SkillAdvancementClreplaced.Trained && spell.SpecializedOnly == false)
                                player.AddKnownSpell(spell.SpellId);
                            else if (charSkill.AdvancementClreplaced == SkillAdvancementClreplaced.Specialized)
                                player.AddKnownSpell(spell.SpellId);
                        }
                    }
                }
            }
            else
            {
                if (player.CharacterreplacedleId > 0)
                    player.Addreplacedle((uint)player.CharacterreplacedleId.Value, true);

                if (player.Biota.PropertiesSpellBook?.Count > 0)
                {
                    var i = 0u;
                    foreach (var spell in player.Biota.PropertiesSpellBook)
                    {
                        player.HandleActionAddSpellFavorite((uint)spell.Key, i++, 0);
                    }
                }
            }

            player.Name = characterCreateInfo.Name;
            player.Character.Name = characterCreateInfo.Name;


            // Index used to determine the starting location
            var startArea = characterCreateInfo.StartArea;

            var starterArea = DatManager.PortalDat.CharGen.StarterAreas[(int)startArea];

            player.Location = new Position(starterArea.Locations[0].ObjCellID,
                starterArea.Locations[0].Frame.Origin.X, starterArea.Locations[0].Frame.Origin.Y, starterArea.Locations[0].Frame.Origin.Z,
                starterArea.Locations[0].Frame.Orientation.X, starterArea.Locations[0].Frame.Orientation.Y, starterArea.Locations[0].Frame.Orientation.Z, starterArea.Locations[0].Frame.Orientation.W);

            var instantiation = new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f); // ultimate fallback.
            var spellFreeRide = new Database.Models.World.Spell();
            switch (starterArea.Name)
            {
                case "OlthoiLair": //todo: check this when olthoi play is allowed in ace
                    spellFreeRide = null; // no training area for olthoi, so they start and fall back to same place.
                    instantiation = new Position(player.Location);
                    break;
                case "Shoushi":
                    spellFreeRide = DatabaseManager.World.GetCachedSpell(3813); // Free Ride to Shoushi
                    break;
                case "Yaraq":
                    spellFreeRide = DatabaseManager.World.GetCachedSpell(3814); // Free Ride to Yaraq
                    break;
                case "Sanamar":
                    spellFreeRide = DatabaseManager.World.GetCachedSpell(3535); // Free Ride to Sanamar
                    break;
                case "Holtburg":
                default:
                    spellFreeRide = DatabaseManager.World.GetCachedSpell(3815); // Free Ride to Holtburg
                    break;
            }
            if (spellFreeRide != null && spellFreeRide.Name != "")
                instantiation = new Position(spellFreeRide.PositionObjCellId.Value, spellFreeRide.PositionOriginX.Value, spellFreeRide.PositionOriginY.Value, spellFreeRide.PositionOriginZ.Value, spellFreeRide.PositionAnglesX.Value, spellFreeRide.PositionAnglesY.Value, spellFreeRide.PositionAnglesZ.Value, spellFreeRide.PositionAnglesW.Value);

            player.Instantiation = new Position(instantiation);

            if (!player.IsOlthoiPlayer)
            {
                player.Sanctuary = new Position(player.Location);
                player.SetProperty(PropertyBool.RecallsDisabled, true);

                if (PropertyManager.GetBool("pk_server").Item)
                    player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.PK);
                else if (PropertyManager.GetBool("pkl_server").Item)
                    player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);

                if ((PropertyManager.GetBool("pk_server").Item || PropertyManager.GetBool("pkl_server").Item) && PropertyManager.GetBool("pk_server_safe_training_academy").Item)
                {
                    player.SetProperty(PropertyFloat.MinimumTimeSincePk, -PropertyManager.GetDouble("pk_new_character_grace_period").Item);
                    player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
                }
            }

            if (player is Sentinel || player is Admin)
            {
                player.Character.IsPlussed = true;
                player.CloakStatus = CloakStatus.Off;
                player.ChannelsAllowed = player.ChannelsActive;
            }

            CharacterCreateSetDefaultCharacterOptions(player);

            return CreateResult.Success;
        }

19 Source : HouseManager.cs
with GNU Affero General Public License v3.0
from ACEmulator

private static void BuildHouseIdToGuid()
        {
            using (var ctx = new WorldDbContext())
            {
                var query = from weenie in ctx.Weenie
                            join inst in ctx.LandblockInstance on weenie.ClreplacedId equals inst.WeenieClreplacedId
                            where weenie.Type == (int)WeenieType.House
                            select new
                            {
                                Weenie = weenie,
                                Instance = inst
                            };

                var results = query.ToList();

                HouseIdToGuid = new Dictionary<uint, List<uint>>();

                foreach (var result in results)
                {
                    var clreplacedname = result.Weenie.ClreplacedName;
                    var guid = result.Instance.Guid;

                    if (!uint.TryParse(Regex.Match(clreplacedname, @"\d+").Value, out var houseId))
                    {
                        log.Error($"[HOUSE] HouseManager.BuildHouseIdToGuid(): couldn't parse {clreplacedname}");
                        continue;
                    }

                    if (!HouseIdToGuid.TryGetValue(houseId, out var houseGuids))
                    {
                        houseGuids = new List<uint>();
                        HouseIdToGuid.Add(houseId, houseGuids);
                    }
                    houseGuids.Add(guid);
                }
                //log.Info($"BuildHouseIdToGuid: {HouseIdToGuid.Count}");
            }
        }

19 Source : GameActionCreateTinkeringTool.cs
with GNU Affero General Public License v3.0
from ACEmulator

[GameAction(GameActionType.CreateTinkeringTool)]
        public static void Handle(ClientMessage message, Session session)
        {
            var vendorGuid = message.Payload.ReadUInt32();
            uint itemcount = message.Payload.ReadUInt32();

            var items = new List<uint>();

            while (itemcount > 0)
            {
                itemcount--;
                items.Add(message.Payload.ReadUInt32());
            }

            session.Player.HandleSalvaging(items);
        }

19 Source : NetworkSession.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void ProcessPacket(ClientPacket packet)
        {
            if (isReleased) // Session has been removed
                return;

            packetLog.DebugFormat("[{0}] Processing packet {1}", session.LoggingIdentifier, packet.Header.Sequence);
            NetworkStatistics.C2S_Packets_Aggregate_Increment();

            if (!packet.VerifyCRC(ConnectionData.CryptoClient))
            {
                return;
            }

            // If the client sent a NAK with a cleartext CRC then process it
            if ((packet.Header.Flags & PacketHeaderFlags.RequestRetransmit) == PacketHeaderFlags.RequestRetransmit
                && !((packet.Header.Flags & PacketHeaderFlags.EncryptedChecksum) == PacketHeaderFlags.EncryptedChecksum))
            {
                List<uint> uncached = null;

                foreach (uint sequence in packet.HeaderOptional.RetransmitData)
                {
                    if (!Retransmit(sequence))
                    {
                        if (uncached == null)
                            uncached = new List<uint>();

                        uncached.Add(sequence);
                    }
                }

                if (uncached != null)
                {
                    // Sends a response packet w/ PacketHeader.RejectRetransmit
                    var packetRejectRetransmit = new PacketRejectRetransmit(uncached);
                    EnqueueSend(packetRejectRetransmit);
                }

                NetworkStatistics.C2S_RequestsForRetransmit_Aggregate_Increment();
                return; //cleartext crc NAK is never accompanied by additional data needed by the rest of the pipeline
            }

            #region order-insensitive "half-processing"

            if (packet.Header.HasFlag(PacketHeaderFlags.Disconnect))
            {
                session.Terminate(SessionTerminationReason.PacketHeaderDisconnect);
                return;
            }

            if (packet.Header.HasFlag(PacketHeaderFlags.NetErrorDisconnect))
            {
                session.Terminate(SessionTerminationReason.ClientSentNetworkErrorDisconnect);
                return;
            }

            // depending on the current session state:
            // Set the next timeout tick value, to compare against in the WorldManager
            // Sessions that have gone past the AuthLoginRequest step will stay active for a longer period of time (exposed via configuration) 
            // Sessions that in the AuthLoginRequest will have a short timeout, as set in the AuthenticationHandler.DefaultAuthTimeout.
            // Example: Applications that check uptime will stay in the AuthLoginRequest state.
            session.Network.TimeoutTick = (session.State == SessionState.AuthLoginRequest) ?
                DateTime.UtcNow.AddSeconds(AuthenticationHandler.DefaultAuthTimeout).Ticks : // Default is 15s
                DateTime.UtcNow.AddSeconds(NetworkManager.DefaultSessionTimeout).Ticks; // Default is 60s

            #endregion

            #region Reordering stage

            // Reordering stage
            // Check if this packet's sequence is a sequence which we have already processed.
            // There are some exceptions:
            // Sequence 0 as we have several Seq 0 packets during connect.  This also cathes a case where it seems CICMDCommand arrives at any point with 0 sequence value too.
            // If the only header on the packet is AckSequence. It seems AckSequence can come in with the same sequence value sometimes.
            if (packet.Header.Sequence <= lastReceivedPacketSequence && packet.Header.Sequence != 0 &&
                !(packet.Header.Flags == PacketHeaderFlags.AckSequence && packet.Header.Sequence == lastReceivedPacketSequence))
            {
                packetLog.WarnFormat("[{0}] Packet {1} received again", session.LoggingIdentifier, packet.Header.Sequence);
                return;
            }

            // Check if this packet's sequence is greater then the next one we should be getting.
            // If true we must store it to replay once we have caught up.
            var desiredSeq = lastReceivedPacketSequence + 1;
            if (packet.Header.Sequence > desiredSeq)
            {
                packetLog.DebugFormat("[{0}] Packet {1} received out of order", session.LoggingIdentifier, packet.Header.Sequence);

                if (!outOfOrderPackets.ContainsKey(packet.Header.Sequence))
                    outOfOrderPackets.TryAdd(packet.Header.Sequence, packet);

                if (desiredSeq + 2 <= packet.Header.Sequence && DateTime.UtcNow - LastRequestForRetransmitTime > new TimeSpan(0, 0, 1))
                    DoRequestForRetransmission(packet.Header.Sequence);

                return;
            }

            #endregion

            #region Final processing stage

            // Processing stage
            // If we reach here, this is a packet we should proceed with processing.
            HandleOrderedPacket(packet);
        
            // Process data now in sequence
            // Finally check if we have any out of order packets or fragments we need to process;
            CheckOutOfOrderPackets();
            CheckOutOfOrderFragments();

            #endregion
        }

19 Source : NetworkSession.cs
with GNU Affero General Public License v3.0
from ACEmulator

private void DoRequestForRetransmission(uint rcvdSeq)
        {
            var desiredSeq = lastReceivedPacketSequence + 1;
            List<uint> needSeq = new List<uint>();
            needSeq.Add(desiredSeq);
            uint bottom = desiredSeq + 1;
            if (rcvdSeq < bottom || rcvdSeq - bottom > CryptoSystem.MaximumEffortLevel)
            {
                session.Terminate(SessionTerminationReason.AbnormalSequenceReceived);
                return;
            }
            uint seqIdCount = 1;
            for (uint a = bottom; a < rcvdSeq; a++)
            {
                if (!outOfOrderPackets.ContainsKey(a))
                {
                    needSeq.Add(a);
                    seqIdCount++;
                    if (seqIdCount >= MaxNumNakSeqIds)
                    {
                        break;
                    }
                }
            }

            ServerPacket reqPacket = new ServerPacket();
            byte[] reqData = new byte[4 + (needSeq.Count * 4)];
            MemoryStream msReqData = new MemoryStream(reqData, 0, reqData.Length, true, true);
            msReqData.Write(BitConverter.GetBytes((uint)needSeq.Count), 0, 4);
            needSeq.ForEach(k => msReqData.Write(BitConverter.GetBytes(k), 0, 4));
            reqPacket.Data = msReqData;
            reqPacket.Header.Flags = PacketHeaderFlags.RequestRetransmit;

            EnqueueSend(reqPacket);

            LastRequestForRetransmitTime = DateTime.UtcNow;
            packetLog.DebugFormat("[{0}] Requested retransmit of {1}", session.LoggingIdentifier, needSeq.Select(k => k.ToString()).Aggregate((a, b) => a + ", " + b));
            NetworkStatistics.S2C_RequestsForRetransmit_Aggregate_Increment();
        }

19 Source : AppraiseInfo.cs
with GNU Affero General Public License v3.0
from ACEmulator

private void AddEnchantments(WorldObject wo)
        {
            if (wo == null) return;

            // get all currently active item enchantments on the item
            var woEnchantments = wo.EnchantmentManager.GetEnchantments(MagicSchool.ItemEnchantment);

            foreach (var enchantment in woEnchantments)
                SpellBook.Add((uint)enchantment.SpellId | EnchantmentMask);

            // show auras from wielder, if applicable

            // this technically wasn't a feature in retail

            if (wo.Wielder != null && wo.IsEnchantable && wo.WeenieType != WeenieType.Clothing && !wo.IsShield && PropertyManager.GetBool("show_aura_buff").Item)
            {
                // get all currently active item enchantment auras on the player
                var wielderEnchantments = wo.Wielder.EnchantmentManager.GetEnchantments(MagicSchool.ItemEnchantment);

                // Only show reflected Auras from player appropriate for wielded weapons
                foreach (var enchantment in wielderEnchantments)
                {
                    if (wo is Caster)
                    {
                        // Caster weapon only item Auras
                        if ((enchantment.SpellCategory == SpellCategory.DefenseModRaising)
                            || (enchantment.SpellCategory == SpellCategory.DefenseModRaisingRare)
                            || (enchantment.SpellCategory == SpellCategory.ManaConversionModRaising)
                            || (enchantment.SpellCategory == SpellCategory.SpellDamageRaising))
                        {
                            SpellBook.Add((uint)enchantment.SpellId | EnchantmentMask);
                        }
                    }
                    else if (wo is Missile || wo is Ammunition)
                    {
                        if ((enchantment.SpellCategory == SpellCategory.DamageRaising)
                            || (enchantment.SpellCategory == SpellCategory.DamageRaisingRare))
                        {
                            SpellBook.Add((uint)enchantment.SpellId | EnchantmentMask);
                        }
                    }
                    else
                    {
                        // Other weapon type Auras
                        if ((enchantment.SpellCategory == SpellCategory.AttackModRaising)
                            || (enchantment.SpellCategory == SpellCategory.AttackModRaisingRare)
                            || (enchantment.SpellCategory == SpellCategory.DamageRaising)
                            || (enchantment.SpellCategory == SpellCategory.DamageRaisingRare)
                            || (enchantment.SpellCategory == SpellCategory.DefenseModRaising)
                            || (enchantment.SpellCategory == SpellCategory.DefenseModRaisingRare)
                            || (enchantment.SpellCategory == SpellCategory.WeaponTimeRaising)
                            || (enchantment.SpellCategory == SpellCategory.WeaponTimeRaisingRare))
                        {
                            SpellBook.Add((uint)enchantment.SpellId | EnchantmentMask);
                        }
                    }
                }
            }
        }

19 Source : LandblockStruct.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void GetCellRotation(uint landblockID, uint x, uint y, ref bool singleTextureCell, ref uint surfNum, ref LandDefs.Rotation rotation)
        {
            var lcoord = LandDefs.blockid_to_lcoord(landblockID);

            var globalCellX = (int)(lcoord.Value.X + x);
            var globalCellY = (int)(lcoord.Value.Y + y);

            // no palette shift

            // SW / SE / NE / NW
            var i = (int)(LandDefs.VertexDim * x + y);
            var terrain = Terrain[i];
            var t1 = (terrain & 0x7F) >> 2;
            var r1 = terrain & 3;
            var j = (int)(LandDefs.VertexDim * (x + 1) + y);
            var terrain2 = Terrain[j];
            var t2 = (terrain2 & 0x7F) >> 2;
            var r2 = terrain2 & 3;
            var terrain3 = Terrain[j + 1];
            var t3 = (terrain3 & 0x7F) >> 2;
            var r3 = terrain3 & 3;
            var terrain4 = Terrain[i + 1];
            var t4 = (terrain4 & 0x7F) >> 2;
            var r4 = terrain4 & 3;

            /*Console.WriteLine($"LandblockStruct.GetCellRotation({landblockID:X8}, x:{x}, y:{y})");
            Console.WriteLine($"I1: {i}, I2: {j}, I3: {j+1}, I4: {i+1}");
            if (r1 != 0 || r2 != 0 || r3 != 0 || r4 != 0)
                Console.WriteLine($"R1: {r1}, R2: {r2}, R3: {r3}, R4: {r4}");
            Console.WriteLine($"T1: {(LandDefs.TerrainType)t1}, T2: {(LandDefs.TerrainType)t2}, T3: {(LandDefs.TerrainType)t3}, T4: {(LandDefs.TerrainType)t4}");*/

            var palCodes = new List<uint>();

            palCodes.Add(GetPalCode(r1, r2, r3, r4, t1, t2, t3, t4));   // 0
            //palCodes.Add(GetPalCode(r2, r3, r4, r1, t2, t3, t4, t1));   // 270
            //palCodes.Add(GetPalCode(r3, r4, r1, r2, t3, t4, t1, t2));   // 180
            //palCodes.Add(GetPalCode(r4, r1, r2, r3, t4, t1, t2, t3));   // 90

            var singleRoadCell = r1 == r2 && r1 == r3 && r1 == r4;
            var singleTypeCell = t1 == t2 && t1 == t3 && t1 == t4;

            singleTextureCell = r1 != 0 ? singleRoadCell : singleRoadCell && singleTypeCell;

            var regionDesc = DatManager.PortalDat.RegionDesc;
            var minimizePal = true;

            LandSurf.Instance.SelectTerrain(globalCellX, globalCellY, ref surfNum, ref rotation, palCodes, 1, minimizePal);
        }

19 Source : PackableList.cs
with GNU Affero General Public License v3.0
from ACEmulator

public static List<uint> ReadListUInt32(this BinaryReader reader)
        {
            var size = reader.ReadUInt32();

            var list = new List<uint>();

            for (var i = 0; i < size; i++)
                list.Add(reader.ReadUInt32());

            return list;
        }

19 Source : AppraiseInfo.cs
with GNU Affero General Public License v3.0
from ACEmulator

private void BuildSpells(WorldObject wo)
        {
            SpellBook = new List<uint>();

            if (wo is Creature)
                return;

            // add primary spell, if exists
            if (wo.SpellDID.HasValue)
                SpellBook.Add(wo.SpellDID.Value);

            // add proc spell, if exists
            if (wo.ProcSpell.HasValue)
                SpellBook.Add(wo.ProcSpell.Value);

            var woSpellDID = wo.SpellDID;   // prevent recursive lock
            var woProcSpell = wo.ProcSpell;

            foreach (var spellId in wo.Biota.GetKnownSpellsIdsWhere(i => i != woSpellDID && i != woProcSpell, wo.BiotaDatabaseLock))
                SpellBook.Add((uint)spellId);
        }

19 Source : AppraiseInfo.cs
with GNU Affero General Public License v3.0
from ACEmulator

private void BuildSpells(WorldObject wo)
        {
            SpellBook = new List<uint>();

            if (wo is Creature)
                return;

            // add primary spell, if exists
            if (wo.SpellDID.HasValue)
                SpellBook.Add(wo.SpellDID.Value);

            // add proc spell, if exists
            if (wo.ProcSpell.HasValue)
                SpellBook.Add(wo.ProcSpell.Value);

            var woSpellDID = wo.SpellDID;   // prevent recursive lock
            var woProcSpell = wo.ProcSpell;

            foreach (var spellId in wo.Biota.GetKnownSpellsIdsWhere(i => i != woSpellDID && i != woProcSpell, wo.BiotaDatabaseLock))
                SpellBook.Add((uint)spellId);
        }

19 Source : PacketHeaderOptional.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void Unpack(BinaryReader reader, PacketHeader header)
        {
            Header = header;
            Size = (uint)reader.BaseStream.Position;
            BinaryWriter writer = new BinaryWriter(headerBytes);

            if (header.HasFlag(PacketHeaderFlags.ServerSwitch)) // 0x100
            {
                writer.Write(reader.ReadBytes(8));
            }

            if (header.HasFlag(PacketHeaderFlags.RequestRetransmit)) // 0x1000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 4) { IsValid = false; return; }
                uint retransmitCount = reader.ReadUInt32();
                writer.Write(retransmitCount);
                RetransmitData = new List<uint>();
                for (uint i = 0u; i < retransmitCount; i++)
                {
                    if (reader.BaseStream.Length < reader.BaseStream.Position + 4) { IsValid = false; return; }
                    uint sequence = reader.ReadUInt32();
                    writer.Write(sequence);
                    RetransmitData.Add(sequence);
                }
            }

            if (header.HasFlag(PacketHeaderFlags.RejectRetransmit)) // 0x2000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 4) { IsValid = false; return; }
                uint count = reader.ReadUInt32();
                writer.Write(count);
                for (int i = 0; i < count; i++)
                {
                    if (reader.BaseStream.Length < reader.BaseStream.Position + 4) { IsValid = false; return; }
                    writer.Write(reader.ReadBytes(4));
                }
            }

            if (header.HasFlag(PacketHeaderFlags.AckSequence)) // 0x4000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 4) { IsValid = false; return; }
                AckSequence = reader.ReadUInt32();
                writer.Write(AckSequence);
            }

            if (header.HasFlag(PacketHeaderFlags.LoginRequest)) // 0x10000
            {
                long position = reader.BaseStream.Position;
                long length = reader.BaseStream.Length - position;
                if (length < 1) { IsValid = false; return; }
                byte[] loginBytes = new byte[length];
                reader.BaseStream.Read(loginBytes, (int)position, (int)length);
                writer.Write(loginBytes);
                reader.BaseStream.Position = position;
            }

            if (header.HasFlag(PacketHeaderFlags.WorldLoginRequest)) // 0x20000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 8) { IsValid = false; return; }
                long position = reader.BaseStream.Position;
                writer.Write(reader.ReadBytes(8));
                reader.BaseStream.Position = position;
            }

            if (header.HasFlag(PacketHeaderFlags.ConnectResponse)) // 0x80000
            {
                long position = reader.BaseStream.Position;
                if (reader.BaseStream.Length < reader.BaseStream.Position + 8) { IsValid = false; return; }
                writer.Write(reader.ReadBytes(8));
                reader.BaseStream.Position = position;
            }

            if (header.HasFlag(PacketHeaderFlags.CICMDCommand)) // 0x400000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 8) { IsValid = false; return; }
                writer.Write(reader.ReadBytes(8));
            }

            if (header.HasFlag(PacketHeaderFlags.TimeSync)) // 0x1000000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 8) { IsValid = false; return; }
                TimeSynch = reader.ReadDouble();
                writer.Write(TimeSynch);
            }

            if (header.HasFlag(PacketHeaderFlags.Ecreplacedquest)) // 0x2000000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 4) { IsValid = false; return; }
                EcreplacedquestClientTime = reader.ReadSingle();
                writer.Write(EcreplacedquestClientTime);
            }

            if (header.HasFlag(PacketHeaderFlags.Flow)) // 0x8000000
            {
                if (reader.BaseStream.Length < reader.BaseStream.Position + 6) { IsValid = false; return; }
                FlowBytes = reader.ReadUInt32();
                FlowInterval = reader.ReadUInt16();
                writer.Write(FlowBytes);
                writer.Write(FlowInterval);
            }

            Size = (uint)reader.BaseStream.Position - Size;
        }

19 Source : Creature_Networking.cs
with GNU Affero General Public License v3.0
from ACEmulator

public override ACE.Enreplacedy.ObjDesc CalculateObjDesc()
        {
            ACE.Enreplacedy.ObjDesc objDesc = new ACE.Enreplacedy.ObjDesc();
            ClothingTable item;

            AddBaseModelData(objDesc);

            var coverage = new List<uint>();

            uint thisSetupId = SetupTableId;
            bool showHelm = true;
            bool showCloak = true;
            if (this is Player player)
            {
                showHelm = player.GetCharacterOption(CharacterOption.ShowYourHelmOrHeadGear);
                showCloak = player.GetCharacterOption(CharacterOption.ShowYourCloak);
            }

            // Some player races use an AlternateSetupDid, either at creation or via Barber options.
            // BUT -- those values do not correspond with entries in the Clothing Table.
            // So, we need to make some adjustments to look up something that DOES exist and is appropriate for the AlternateSetup model.
            switch (thisSetupId)
            {
                //case (uint)SetupConst.UmbraenMaleCrown:
                case (uint)SetupConst.UmbraenMaleCrownGen:
                case (uint)SetupConst.UmbraenMaleNoCrown:
                case (uint)SetupConst.UmbraenMaleVoid:
                    thisSetupId = (uint)SetupConst.UmbraenMaleCrown;
                    break;

                //case (uint)SetupConst.UmbraenFemaleCrown:
                //case (uint)SetupConst.UmbraenFemaleCrownGen:
                case (uint)SetupConst.UmbraenFemaleNoCrown:
                case (uint)SetupConst.UmbraenFemaleVoid:
                    thisSetupId = (uint)SetupConst.UmbraenFemaleCrown;
                    break;

                //case (uint)SetupConst.PenumbraenMaleCrown:
                case (uint)SetupConst.PenumbraenMaleCrownGen:
                case (uint)SetupConst.PenumbraenMaleNoCrown:
                case (uint)SetupConst.PenumbraenMaleVoid:
                    thisSetupId = (uint)SetupConst.PenumbraenMaleCrown;
                    break;

                //case (uint)SetupConst.PenumbraenFemaleCrown:
                //case (uint)SetupConst.PenumbraenFemaleCrownGen:
                case (uint)SetupConst.PenumbraenFemaleNoCrown:
                case (uint)SetupConst.PenumbraenFemaleVoid:
                    thisSetupId = (uint)SetupConst.PenumbraenFemaleCrown;
                    break;

                case (uint)SetupConst.UndeadMaleUndeadGen:
                case (uint)SetupConst.UndeadMaleSkeleton:
                case (uint)SetupConst.UndeadMaleSkeletonNoFlame:
                case (uint)SetupConst.UndeadMaleZombie:
                case (uint)SetupConst.UndeadMaleZombieNoFlame:
                    thisSetupId = (uint)SetupConst.UndeadMaleUndead;
                    break;

                case (uint)SetupConst.UndeadFemaleUndeadGen:
                case (uint)SetupConst.UndeadFemaleSkeleton:
                case (uint)SetupConst.UndeadFemaleSkeletonNoFlame:
                case (uint)SetupConst.UndeadFemaleZombie:
                case (uint)SetupConst.UndeadFemaleZombieNoFlame:
                    thisSetupId = (uint)SetupConst.UndeadFemaleUndead;
                    break;

                case (uint)SetupConst.AnakshayMale:
                    thisSetupId = (uint)SetupConst.HumanMale;
                    break;

                case (uint)SetupConst.AnakshayFemale:
                    thisSetupId = (uint)SetupConst.HumanFemale;
                    break;
            }

            // get all the Armor Items so we can calculate their priority
            var armorItems = EquippedObjects.Values.Where(x => (x.ItemType == ItemType.Armor)).ToList();
            foreach (var w in armorItems)
                w.setVisualClothingPriority();

            // sort the armor into the proper order... TopLayerPriority first, then no priority, then TopLayerPriority=false.
            // Secondary sort field is the calculated "VisualClothingPriority"
            var top = armorItems.Where(x => x.TopLayerPriority == true).OrderBy(x => x.VisualClothingPriority);
            var noLayer = armorItems.Where(x => x.TopLayerPriority == null).OrderBy(x => x.VisualClothingPriority);
            var bottom = armorItems.Where(x => x.TopLayerPriority == false).OrderBy(x => x.VisualClothingPriority);
            var sortedArmorItems = bottom.Concat(noLayer).Concat(top).ToList();

            var clothesAndCloaks = EquippedObjects.Values
                                .Where(x => (x.ItemType == ItemType.Clothing)) // FootWear & HandWear is included in the ArmorItems above
                                .OrderBy(x => x.ClothingPriority);

            var eo = clothesAndCloaks.Concat(sortedArmorItems).ToList();

            if (eo.Count == 0)
            {
                // Check if there is any defined ObjDesc in the Biota and, if so, apply them
                if (Biota.PropertiesAnimPart.GetCount(BiotaDatabaseLock) > 0 || Biota.PropertiesPalette.GetCount(BiotaDatabaseLock) > 0 || Biota.PropertiesTextureMap.GetCount(BiotaDatabaseLock) > 0)
                {
                    Biota.PropertiesAnimPart.CopyTo(objDesc.AnimPartChanges, BiotaDatabaseLock);

                    Biota.PropertiesPalette.CopyTo(objDesc.SubPalettes, BiotaDatabaseLock);

                    Biota.PropertiesTextureMap.CopyTo(objDesc.TextureChanges, BiotaDatabaseLock);

                    return objDesc;
                }
            }

            foreach (var w in eo)
            {
                if ((w.CurrentWieldedLocation == EquipMask.HeadWear) && !showHelm && (this is Player))
                    continue;

                if ((w.CurrentWieldedLocation == EquipMask.Cloak) && !showCloak && (this is Player))
                    continue;

                // We can wield things that are not part of our model, only use those items that can cover our model.
                if ((w.CurrentWieldedLocation & (EquipMask.Clothing | EquipMask.Armor | EquipMask.Cloak)) != 0)
                {
                    if (w.ClothingBase.HasValue)
                        item = DatManager.PortalDat.ReadFromDat<ClothingTable>((uint)w.ClothingBase);
                    else
                    {
                        objDesc = AddSetupAsClothingBase(objDesc, w);
                        // Add any potentially added parts back into the coverage list
                        foreach(var a in objDesc.AnimPartChanges)
                            if (!coverage.Contains(a.Index))
                                coverage.Add(a.Index);
                        continue;
                    }

                    if (item.ClothingBaseEffects.ContainsKey(thisSetupId))
                    // Check if the player model has data. Gear Knights, this is usually you.
                    {
                        // Add the model and texture(s)
                        ClothingBaseEffect clothingBaseEffect = item.ClothingBaseEffects[thisSetupId];
                        foreach (CloObjectEffect t in clothingBaseEffect.CloObjectEffects)
                        {
                            byte partNum = (byte)t.Index;
                            coverage.Add(partNum);

                            objDesc.AddAnimPartChange(new PropertiesAnimPart { Index = (byte)t.Index, AnimationId = t.ModelId });

                            foreach (CloTextureEffect t1 in t.CloTextureEffects)
                                objDesc.AddTextureChange(new PropertiesTextureMap { PartIndex = (byte)t.Index, OldTexture = t1.OldTexture, NewTexture = t1.NewTexture });
                        }

                        if (item.ClothingSubPalEffects.Count > 0)
                        {
                            int size = item.ClothingSubPalEffects.Count;
                            int palCount = size;

                            CloSubPalEffect itemSubPal;
                            int palOption = 0;
                            if (w.PaletteTemplate.HasValue)
                                palOption = (int)w.PaletteTemplate;
                            if (item.ClothingSubPalEffects.ContainsKey((uint)palOption))
                            {
                                itemSubPal = item.ClothingSubPalEffects[(uint)palOption];
                            }
                            else
                            {
                                itemSubPal = item.ClothingSubPalEffects[item.ClothingSubPalEffects.Keys.ElementAt(0)];
                            }

                            float shade = 0;
                            if (w.Shade.HasValue)
                                shade = (float)w.Shade;
                            for (int i = 0; i < itemSubPal.CloSubPalettes.Count; i++)
                            {
                                var itemPalSet = DatManager.PortalDat.ReadFromDat<PaletteSet>(itemSubPal.CloSubPalettes[i].PaletteSet);
                                ushort itemPal = (ushort)itemPalSet.GetPaletteID(shade);

                                for (int j = 0; j < itemSubPal.CloSubPalettes[i].Ranges.Count; j++)
                                {
                                    ushort palOffset = (ushort)(itemSubPal.CloSubPalettes[i].Ranges[j].Offset / 8);
                                    ushort numColors = (ushort)(itemSubPal.CloSubPalettes[i].Ranges[j].NumColors / 8);
                                    objDesc.SubPalettes.Add(new PropertiesPalette { SubPaletteId = itemPal, Offset = palOffset, Length = numColors });
                                }
                            }
                        }
                    }
                }
            }

            // Add the "naked" body parts. These are the ones not already covered.
            // Note that this is the original SetupTableId, not thisSetupId.
            if (SetupTableId > 0)
            {
                var baseSetup = DatManager.PortalDat.ReadFromDat<SetupModel>(SetupTableId);
                for (byte i = 0; i < baseSetup.Parts.Count; i++)
                {
                    if (!coverage.Contains(i) && i != 0x10) // Don't add body parts for those that are already covered. Also don't add the head, that was already covered by AddCharacterBaseModelData()
                        objDesc.AnimPartChanges.Add(new PropertiesAnimPart { Index = i, AnimationId = baseSetup.Parts[i] });
                    //AddModel(i, baseSetup.Parts[i]);
                }
            }

            if (coverage.Count == 0 && ClothingBase.HasValue)
                return base.CalculateObjDesc();

            return objDesc;
        }

19 Source : Creature_Networking.cs
with GNU Affero General Public License v3.0
from ACEmulator

public override ACE.Enreplacedy.ObjDesc CalculateObjDesc()
        {
            ACE.Enreplacedy.ObjDesc objDesc = new ACE.Enreplacedy.ObjDesc();
            ClothingTable item;

            AddBaseModelData(objDesc);

            var coverage = new List<uint>();

            uint thisSetupId = SetupTableId;
            bool showHelm = true;
            bool showCloak = true;
            if (this is Player player)
            {
                showHelm = player.GetCharacterOption(CharacterOption.ShowYourHelmOrHeadGear);
                showCloak = player.GetCharacterOption(CharacterOption.ShowYourCloak);
            }

            // Some player races use an AlternateSetupDid, either at creation or via Barber options.
            // BUT -- those values do not correspond with entries in the Clothing Table.
            // So, we need to make some adjustments to look up something that DOES exist and is appropriate for the AlternateSetup model.
            switch (thisSetupId)
            {
                //case (uint)SetupConst.UmbraenMaleCrown:
                case (uint)SetupConst.UmbraenMaleCrownGen:
                case (uint)SetupConst.UmbraenMaleNoCrown:
                case (uint)SetupConst.UmbraenMaleVoid:
                    thisSetupId = (uint)SetupConst.UmbraenMaleCrown;
                    break;

                //case (uint)SetupConst.UmbraenFemaleCrown:
                //case (uint)SetupConst.UmbraenFemaleCrownGen:
                case (uint)SetupConst.UmbraenFemaleNoCrown:
                case (uint)SetupConst.UmbraenFemaleVoid:
                    thisSetupId = (uint)SetupConst.UmbraenFemaleCrown;
                    break;

                //case (uint)SetupConst.PenumbraenMaleCrown:
                case (uint)SetupConst.PenumbraenMaleCrownGen:
                case (uint)SetupConst.PenumbraenMaleNoCrown:
                case (uint)SetupConst.PenumbraenMaleVoid:
                    thisSetupId = (uint)SetupConst.PenumbraenMaleCrown;
                    break;

                //case (uint)SetupConst.PenumbraenFemaleCrown:
                //case (uint)SetupConst.PenumbraenFemaleCrownGen:
                case (uint)SetupConst.PenumbraenFemaleNoCrown:
                case (uint)SetupConst.PenumbraenFemaleVoid:
                    thisSetupId = (uint)SetupConst.PenumbraenFemaleCrown;
                    break;

                case (uint)SetupConst.UndeadMaleUndeadGen:
                case (uint)SetupConst.UndeadMaleSkeleton:
                case (uint)SetupConst.UndeadMaleSkeletonNoFlame:
                case (uint)SetupConst.UndeadMaleZombie:
                case (uint)SetupConst.UndeadMaleZombieNoFlame:
                    thisSetupId = (uint)SetupConst.UndeadMaleUndead;
                    break;

                case (uint)SetupConst.UndeadFemaleUndeadGen:
                case (uint)SetupConst.UndeadFemaleSkeleton:
                case (uint)SetupConst.UndeadFemaleSkeletonNoFlame:
                case (uint)SetupConst.UndeadFemaleZombie:
                case (uint)SetupConst.UndeadFemaleZombieNoFlame:
                    thisSetupId = (uint)SetupConst.UndeadFemaleUndead;
                    break;

                case (uint)SetupConst.AnakshayMale:
                    thisSetupId = (uint)SetupConst.HumanMale;
                    break;

                case (uint)SetupConst.AnakshayFemale:
                    thisSetupId = (uint)SetupConst.HumanFemale;
                    break;
            }

            // get all the Armor Items so we can calculate their priority
            var armorItems = EquippedObjects.Values.Where(x => (x.ItemType == ItemType.Armor)).ToList();
            foreach (var w in armorItems)
                w.setVisualClothingPriority();

            // sort the armor into the proper order... TopLayerPriority first, then no priority, then TopLayerPriority=false.
            // Secondary sort field is the calculated "VisualClothingPriority"
            var top = armorItems.Where(x => x.TopLayerPriority == true).OrderBy(x => x.VisualClothingPriority);
            var noLayer = armorItems.Where(x => x.TopLayerPriority == null).OrderBy(x => x.VisualClothingPriority);
            var bottom = armorItems.Where(x => x.TopLayerPriority == false).OrderBy(x => x.VisualClothingPriority);
            var sortedArmorItems = bottom.Concat(noLayer).Concat(top).ToList();

            var clothesAndCloaks = EquippedObjects.Values
                                .Where(x => (x.ItemType == ItemType.Clothing)) // FootWear & HandWear is included in the ArmorItems above
                                .OrderBy(x => x.ClothingPriority);

            var eo = clothesAndCloaks.Concat(sortedArmorItems).ToList();

            if (eo.Count == 0)
            {
                // Check if there is any defined ObjDesc in the Biota and, if so, apply them
                if (Biota.PropertiesAnimPart.GetCount(BiotaDatabaseLock) > 0 || Biota.PropertiesPalette.GetCount(BiotaDatabaseLock) > 0 || Biota.PropertiesTextureMap.GetCount(BiotaDatabaseLock) > 0)
                {
                    Biota.PropertiesAnimPart.CopyTo(objDesc.AnimPartChanges, BiotaDatabaseLock);

                    Biota.PropertiesPalette.CopyTo(objDesc.SubPalettes, BiotaDatabaseLock);

                    Biota.PropertiesTextureMap.CopyTo(objDesc.TextureChanges, BiotaDatabaseLock);

                    return objDesc;
                }
            }

            foreach (var w in eo)
            {
                if ((w.CurrentWieldedLocation == EquipMask.HeadWear) && !showHelm && (this is Player))
                    continue;

                if ((w.CurrentWieldedLocation == EquipMask.Cloak) && !showCloak && (this is Player))
                    continue;

                // We can wield things that are not part of our model, only use those items that can cover our model.
                if ((w.CurrentWieldedLocation & (EquipMask.Clothing | EquipMask.Armor | EquipMask.Cloak)) != 0)
                {
                    if (w.ClothingBase.HasValue)
                        item = DatManager.PortalDat.ReadFromDat<ClothingTable>((uint)w.ClothingBase);
                    else
                    {
                        objDesc = AddSetupAsClothingBase(objDesc, w);
                        // Add any potentially added parts back into the coverage list
                        foreach(var a in objDesc.AnimPartChanges)
                            if (!coverage.Contains(a.Index))
                                coverage.Add(a.Index);
                        continue;
                    }

                    if (item.ClothingBaseEffects.ContainsKey(thisSetupId))
                    // Check if the player model has data. Gear Knights, this is usually you.
                    {
                        // Add the model and texture(s)
                        ClothingBaseEffect clothingBaseEffect = item.ClothingBaseEffects[thisSetupId];
                        foreach (CloObjectEffect t in clothingBaseEffect.CloObjectEffects)
                        {
                            byte partNum = (byte)t.Index;
                            coverage.Add(partNum);

                            objDesc.AddAnimPartChange(new PropertiesAnimPart { Index = (byte)t.Index, AnimationId = t.ModelId });

                            foreach (CloTextureEffect t1 in t.CloTextureEffects)
                                objDesc.AddTextureChange(new PropertiesTextureMap { PartIndex = (byte)t.Index, OldTexture = t1.OldTexture, NewTexture = t1.NewTexture });
                        }

                        if (item.ClothingSubPalEffects.Count > 0)
                        {
                            int size = item.ClothingSubPalEffects.Count;
                            int palCount = size;

                            CloSubPalEffect itemSubPal;
                            int palOption = 0;
                            if (w.PaletteTemplate.HasValue)
                                palOption = (int)w.PaletteTemplate;
                            if (item.ClothingSubPalEffects.ContainsKey((uint)palOption))
                            {
                                itemSubPal = item.ClothingSubPalEffects[(uint)palOption];
                            }
                            else
                            {
                                itemSubPal = item.ClothingSubPalEffects[item.ClothingSubPalEffects.Keys.ElementAt(0)];
                            }

                            float shade = 0;
                            if (w.Shade.HasValue)
                                shade = (float)w.Shade;
                            for (int i = 0; i < itemSubPal.CloSubPalettes.Count; i++)
                            {
                                var itemPalSet = DatManager.PortalDat.ReadFromDat<PaletteSet>(itemSubPal.CloSubPalettes[i].PaletteSet);
                                ushort itemPal = (ushort)itemPalSet.GetPaletteID(shade);

                                for (int j = 0; j < itemSubPal.CloSubPalettes[i].Ranges.Count; j++)
                                {
                                    ushort palOffset = (ushort)(itemSubPal.CloSubPalettes[i].Ranges[j].Offset / 8);
                                    ushort numColors = (ushort)(itemSubPal.CloSubPalettes[i].Ranges[j].NumColors / 8);
                                    objDesc.SubPalettes.Add(new PropertiesPalette { SubPaletteId = itemPal, Offset = palOffset, Length = numColors });
                                }
                            }
                        }
                    }
                }
            }

            // Add the "naked" body parts. These are the ones not already covered.
            // Note that this is the original SetupTableId, not thisSetupId.
            if (SetupTableId > 0)
            {
                var baseSetup = DatManager.PortalDat.ReadFromDat<SetupModel>(SetupTableId);
                for (byte i = 0; i < baseSetup.Parts.Count; i++)
                {
                    if (!coverage.Contains(i) && i != 0x10) // Don't add body parts for those that are already covered. Also don't add the head, that was already covered by AddCharacterBaseModelData()
                        objDesc.AnimPartChanges.Add(new PropertiesAnimPart { Index = i, AnimationId = baseSetup.Parts[i] });
                    //AddModel(i, baseSetup.Parts[i]);
                }
            }

            if (coverage.Count == 0 && ClothingBase.HasValue)
                return base.CalculateObjDesc();

            return objDesc;
        }

19 Source : House.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void BuildGuests()
        {
            Guests = new Dictionary<ObjectGuid, bool>();

            var housePermissions = Biota.CloneHousePermissions(BiotaDatabaseLock);

            var deleted = new List<uint>();

            foreach (var kvp in housePermissions)
            {
                var player = PlayerManager.FindByGuid(kvp.Key);
                if (player == null)
                {
                    //Console.WriteLine($"{Name}.BuildGuests(): couldn't find guest {kvp.Key:X8}");
                    log.Warn($"[HOUSE] {Name}.BuildGuests(): couldn't find guest {kvp.Key:X8}");

                    // character has been deleted -- automatically remove?
                    deleted.Add(kvp.Key);
                    continue;
                }
                Guests.Add(player.Guid, kvp.Value);
            }

            if (deleted.Count > 0)
            {
                foreach (var guid in deleted)
                    Biota.RemoveHouseGuest(guid, BiotaDatabaseLock);

                ChangesDetected = true;

                SaveBiotaToDatabase();
            }
        }

19 Source : Buffer.cs
with GNU General Public License v3.0
from ACEmulator

public Dictionary<uint, List<uint>> TextureToSetup(Dictionary<uint, InstanceBatch> objects)
        {
            var table = new Dictionary<uint, List<uint>>();

            foreach (var obj in objects.Values)
            {
                var setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Setup._dat.Id;
                if (setupID == 0)
                    setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Parts[0].GfxObj.ID;

                foreach (var part in obj.R_PhysicsObj.PhysicsObj.PartArray.Parts)
                {
                    foreach (var surfaceID in part.GfxObj._dat.Surfaces)
                    {
                        if (!table.TryGetValue(surfaceID, out var setup))
                            table.Add(surfaceID, new List<uint>() { setupID });
                        else if (!setup.Contains(setupID))
                            setup.Add(setupID);
                    }
                }
            }
            return table;
        }

19 Source : Buffer.cs
with GNU General Public License v3.0
from ACEmulator

public Dictionary<uint, List<uint>> SetupToTexture(Dictionary<uint, InstanceBatch> objects)
        {
            var table = new Dictionary<uint, List<uint>>();

            foreach (var obj in objects.Values)
            {
                var setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Setup._dat.Id;
                if (setupID == 0)
                    setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Parts[0].GfxObj.ID;

                table.TryGetValue(setupID, out var textureIDs);
                if (textureIDs != null) continue;

                textureIDs = new List<uint>();

                foreach (var part in obj.R_PhysicsObj.PhysicsObj.PartArray.Parts)
                {
                    foreach (var textureID in part.GfxObj._dat.Surfaces)
                    {
                        if (!textureIDs.Contains(textureID))
                            textureIDs.Add(textureID);
                    }
                }
                table.Add(setupID, textureIDs);
            }
            return table;
        }

19 Source : Buffer.cs
with GNU General Public License v3.0
from ACEmulator

public Dictionary<uint, List<uint>> GfxObjToSetup(Dictionary<uint, InstanceBatch> objects)
        {
            var table = new Dictionary<uint, List<uint>>();

            foreach (var obj in objects.Values)
            {
                var setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Setup._dat.Id;
                if (setupID == 0)
                    setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Parts[0].GfxObj.ID;

                foreach (var part in obj.R_PhysicsObj.PhysicsObj.PartArray.Parts)
                {
                    var gfxObjID = part.GfxObj.ID;

                    if (!table.TryGetValue(gfxObjID, out var gfxObj))
                        table.Add(gfxObjID, new List<uint>() { setupID });
                    else if (!gfxObj.Contains(setupID))
                        gfxObj.Add(setupID);
                }
            }
            return table;
        }

19 Source : ParticleExplorer.xaml.cs
with GNU General Public License v3.0
from ACEmulator

public void ReadScripts()
        {
            var scriptIDs = DatManager.PortalDat.AllFiles.Keys.Where(i => i >> 24 == 0x33).ToList();

            var particleScripts = new List<uint>();

            foreach (var scriptID in scriptIDs)
            {
                var script = DatManager.PortalDat.ReadFromDat<PhysicsScript>(scriptID);

                foreach (var scriptData in script.ScriptData)
                {
                    if (scriptData.Hook is CreateParticleHook)
                    {
                        particleScripts.Add(scriptID);
                        break;
                    }
                }
            }
            MainWindow.Status.WriteLine($"Found {particleScripts.Count} particle scripts");
            PopulateTable(Scripts, particleScripts);
        }

19 Source : Buffer.cs
with GNU General Public License v3.0
from ACEmulator

public Dictionary<uint, List<uint>> SetupToGfxObj(Dictionary<uint, InstanceBatch> objects)
        {
            var table = new Dictionary<uint, List<uint>>();

            foreach (var obj in objects.Values)
            {
                var setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Setup._dat.Id;
                if (setupID == 0)
                    setupID = obj.R_PhysicsObj.PhysicsObj.PartArray.Parts[0].GfxObj.ID;

                table.TryGetValue(setupID, out var gfxObjIDs);
                if (gfxObjIDs != null) continue;

                gfxObjIDs = new List<uint>();

                foreach (var part in obj.R_PhysicsObj.PhysicsObj.PartArray.Parts)
                {
                    var gfxObjID = part.GfxObj.ID;

                    if (!gfxObjIDs.Contains(gfxObjID))
                        gfxObjIDs.Add(gfxObjID);
                }
                table.Add(setupID, gfxObjIDs);
            }
            return table;
        }

19 Source : SubKeyHashedListCell.cs
with MIT License
from ADeltaX

public override int ReadFrom(byte[] buffer, int offset)
        {
            _hashType = EndianUtilities.BytesToString(buffer, offset, 2);
            _numElements = EndianUtilities.ToInt16LittleEndian(buffer, offset + 2);

            _subKeyIndexes = new List<int>(_numElements);
            _nameHashes = new List<uint>(_numElements);
            for (int i = 0; i < _numElements; ++i)
            {
                _subKeyIndexes.Add(EndianUtilities.ToInt32LittleEndian(buffer, offset + 0x4 + i * 0x8));
                _nameHashes.Add(EndianUtilities.ToUInt32LittleEndian(buffer, offset + 0x4 + i * 0x8 + 0x4));
            }

            return 0x4 + _numElements * 0x8;
        }

19 Source : SubKeyHashedListCell.cs
with MIT License
from ADeltaX

internal int Add(string name, int cellIndex)
        {
            for (int i = 0; i < _numElements; ++i)
            {
                KeyNodeCell cell = _hive.GetCell<KeyNodeCell>(_subKeyIndexes[i]);
                if (string.Compare(cell.Name, name, StringComparison.OrdinalIgnoreCase) > 0)
                {
                    _subKeyIndexes.Insert(i, cellIndex);
                    _nameHashes.Insert(i, CalcHash(name));
                    _numElements++;
                    return i;
                }
            }

            _subKeyIndexes.Add(cellIndex);
            _nameHashes.Add(CalcHash(name));
            return _numElements++;
        }

19 Source : ParticleMesh.cs
with The Unlicense
from aeroson

uint GLGenBuffer()
        {
            uint handle = (uint)GL.GenBuffer();
            allBufferHandles.Add(handle);
            return handle;
        }

19 Source : Volume.cs
with MIT License
from aerosoul94

public List<uint> GetClusterChain(DirectoryEntry dirent)
        {
            var firstCluster = dirent.FirstCluster;
            List<uint> clusterChain = new List<uint>();

            if (firstCluster == 0 || firstCluster > this.MaxClusters)
            {
                Console.WriteLine($" {dirent.GetFullPath()}: First cluster is invalid (FirstCluster={firstCluster} MaxClusters={this.MaxClusters})");
                return clusterChain;
            }

            clusterChain.Add(firstCluster);

            if (dirent.IsDeleted())
            {
                return clusterChain;
            }

            uint fatEntry = firstCluster;
            uint reservedIndexes = (_isFat16) ? Constants.Cluster16Reserved : Constants.ClusterReserved;
            while (true)
            {
                fatEntry = _fileAllocationTable[fatEntry];
                if (fatEntry >= reservedIndexes)
                {
                    break;
                }

                if (fatEntry == 0 || fatEntry > _fileAllocationTable.Length)
                {
                    // TODO: Warn user.
                    Console.WriteLine($"File {dirent.FileName} has a corrupt cluster chain!");
                    clusterChain = new List<uint>(1);
                    clusterChain.Add(firstCluster);
                    return clusterChain;
                }

                // Get next cluster.
                clusterChain.Add(fatEntry);
            }

            return clusterChain;
        }

19 Source : Volume.cs
with MIT License
from aerosoul94

public List<uint> GetClusterChain(DirectoryEntry dirent)
        {
            var firstCluster = dirent.FirstCluster;
            List<uint> clusterChain = new List<uint>();

            if (firstCluster == 0 || firstCluster > this.MaxClusters)
            {
                Console.WriteLine($" {dirent.GetFullPath()}: First cluster is invalid (FirstCluster={firstCluster} MaxClusters={this.MaxClusters})");
                return clusterChain;
            }

            clusterChain.Add(firstCluster);

            if (dirent.IsDeleted())
            {
                return clusterChain;
            }

            uint fatEntry = firstCluster;
            uint reservedIndexes = (_isFat16) ? Constants.Cluster16Reserved : Constants.ClusterReserved;
            while (true)
            {
                fatEntry = _fileAllocationTable[fatEntry];
                if (fatEntry >= reservedIndexes)
                {
                    break;
                }

                if (fatEntry == 0 || fatEntry > _fileAllocationTable.Length)
                {
                    // TODO: Warn user.
                    Console.WriteLine($"File {dirent.FileName} has a corrupt cluster chain!");
                    clusterChain = new List<uint>(1);
                    clusterChain.Add(firstCluster);
                    return clusterChain;
                }

                // Get next cluster.
                clusterChain.Add(fatEntry);
            }

            return clusterChain;
        }

19 Source : IntegrityAnalyzer.cs
with MIT License
from aerosoul94

private List<uint> FindCollidingClusters(DatabaseFile databaseFile)
        {
            // Get a list of cluster who are possibly corrupted
            List<uint> collidingClusters = new List<uint>();

            // for each cluster used by this dirent, check if other dirents are
            // also claiming it.
            foreach (var cluster in databaseFile.ClusterChain)
            {
                if (clusterMap[(uint)cluster].Count > 1)
                {
                    collidingClusters.Add((uint)cluster);
                }
            }

            return collidingClusters;
        }

19 Source : PartitionDatabase.cs
with MIT License
from aerosoul94

public DatabaseFile LoadDirectoryEntryFromDatabase(JsonElement directoryEntryObject)
        {
            // Make sure that the offset property was stored for this file
            JsonElement offsetElement;
            if (!directoryEntryObject.TryGetProperty("Offset", out offsetElement))
            {
                Console.WriteLine("Failed to load metadata object from database: Missing offset field");
                return null;
            }

            // Make sure that the cluster property was stored for this file
            JsonElement clusterElement;
            if (!directoryEntryObject.TryGetProperty("Cluster", out clusterElement))
            {
                Console.WriteLine("Failed to load metadata object from database: Missing cluster field");
                return null;
            }

            long offset = offsetElement.GetInt64();
            uint cluster = clusterElement.GetUInt32();

            // Ensure that the offset is within the bounds of the parreplacedion.
            if (offset < this.volume.Offset || offset > this.volume.Offset + this.volume.Length)
            {
                Console.WriteLine($"Failed to load metadata object from database: Invalid offset {offset}");
                return null;
            }

            // Ensure that the cluster index is valid
            if (cluster < 0 || cluster > this.volume.MaxClusters)
            {
                Console.WriteLine($"Failed to load metadata object from database: Invalid cluster {cluster}");
                return null;
            }

            // Read the DirectoryEntry data
            byte[] data = new byte[0x40];
            this.volume.GetReader().Seek(offset);
            this.volume.GetReader().Read(data, 0x40);

            // Create a DirectoryEntry
            var directoryEntry = new DirectoryEntry(this.volume.Platform, data, 0);
            directoryEntry.Cluster = cluster;
            directoryEntry.Offset = offset;

            // Add this file to the FileDatabase
            var databaseFile = fileDatabase.AddFile(directoryEntry, true);

            /*
             * Here we begin replacedigning our user-configurable modifications
             */

            if (directoryEntryObject.TryGetProperty("Children", out var childrenElement))
            {
                foreach (var childElement in childrenElement.EnumerateArray())
                {
                    LoadDirectoryEntryFromDatabase(childElement);
                }
            }

            if (directoryEntryObject.TryGetProperty("Clusters", out var clustersElement))
            {
                List<uint> clusterChain = new List<uint>();

                //if (databaseFile.FileName == "ears_godfather")
                //    System.Diagnostics.Debugger.Break();

                foreach (var clusterIndex in clustersElement.EnumerateArray())
                {
                    clusterChain.Add(clusterIndex.GetUInt32());
                }

                databaseFile.ClusterChain = clusterChain;
            }

            return databaseFile;
        }

19 Source : ClusterChainDialog.cs
with MIT License
from aerosoul94

private void button1_Click(object sender, EventArgs e)
        {
            NewClusterChain = new List<uint>();

            foreach (ListViewItem item in listView1.Items)
            {
                NewClusterChain.Add((uint)item.Tag);
            }
        }

19 Source : AgoraServiceImplementation.cs
with MIT License
from AgoraIO-Community

public void StartSession(string sessionId, string agoraAPI, string token, VideoAgoraProfile profile = VideoAgoraProfile.Portrait360P, bool swapWidthAndHeight = false, bool webSdkInteroperability = false)
        {
            _knownStreams.Add(_myId);
            _agoraHandler = new AgoraRtcEngineEventHandler(this);
            _agoraEngine = RtcEngine.Create(global::Android.App.Application.Context, agoraAPI, _agoraHandler);
            _agoraEngine.EnableWebSdkInteroperability(webSdkInteroperability);
            _agoraEngine.SetChannelProfile(Constants.ChannelProfileCommunication);
            //_agoraEngine.SetVideoProfile(Constants.VideoProfile360p, false); <2.3.0
            _agoraEngine.SetVideoEncoderConfiguration(GetVideoConfig(profile));
            _agoraEngine.EnableLocalVideo(true);
            _agoraEngine.EnableVideo();
            _agoraEngine.SwitchCamera();

            _agoraEngine.SetEnableSpeakerphone(true);
            // if you do not specify the uid, we will generate the uid for you
            _agoraEngine.JoinChannel(token, sessionId, string.Empty, 0);
        }

19 Source : AgoraServiceImplementation.cs
with MIT License
from AgoraIO-Community

public virtual void OnFirstRemoteVideoDecoded(int uid, int width, int height, int elapsed)
        {
            var id = (uint)uid;
            _knownStreams.Add(id);
            if (!_containers.Any(a => a.StreamUID == id))
            {
                if (_containers.Any(a => a.StreamUID == AgoraService.UnknownRemoteStreamId))
                {
                    var viewHolder = _containers.First(a => a.StreamUID == AgoraService.UnknownRemoteStreamId);
                    viewHolder.StreamUID = id;
                    viewHolder.VideoView.IsOffline = false;
                }
                else
                {
                    OnNewStream((uint)uid, width, height);
                }
            }
        }

19 Source : RoadSigns.cs
with GNU General Public License v3.0
from Albo1125

public static void dropSign(string selectedSign, bool swapHeading, Vector3 Location, float HeadingModifier)
        {
            GameFiber.StartNew(delegate
            {
                try
                {
                    //string selectedCone = barriersToChooseFrom[EntryPoint.rnd.Next(barriersToChooseFrom.Length)];
                    //string selectedCone = "PROP_MP_ARROW_BARRIER_01";
                    if (TrafficPolicerHandler.IsLSPDFRPlusRunning)
                    {
                        API.LSPDFRPlusFunctions.AddCountToStatistic(Main.PluginName, "Road signs placed");
                    }
                    Rage.Object trafficCone = new Rage.Object(selectedSign, Location);
                    trafficCone.IsPersistent = true;
                    trafficCone.IsInvincible = true;
                    trafficCone.Rotation = RotationToPlaceAt;
                    if (swapHeading)
                    {
                        trafficCone.Heading = Game.LocalPlayer.Character.Heading + 180f;
                    }
                    trafficCone.Heading += HeadingModifier;

                    trafficCone.IsPositionFrozen = false;
                    if (TrafficSignPreview.Exists())
                    {
                        TrafficSignPreview.SetPositionZ(TrafficSignPreview.Position.Z + 3f);
                    }
                    int waitCount = 0;
                    while (trafficCone.HeightAboveGround > 0.01f)
                    {
                        trafficCone.SetPositionZ(trafficCone.Position.Z - (trafficCone.HeightAboveGround * 0.75f));
                        waitCount++;
                        if (waitCount >= 1000)
                        {
                            break;
                        }
                        
                    }

                    if (trafficCone.Exists())
                    {                        
                        trafficCone.IsPositionFrozen = true;
                        roadSignsDropped.Add(trafficCone);
                        UInt32 handle = World.AddSpeedZone(trafficCone.Position, 5f, 5f);
                        speedZones.Add(handle);
                        Rage.Object invWall = new Rage.Object("p_ice_box_01_s", trafficCone.Position);
                        invWall.IsPersistent = true;
                        Ped invPed = new Ped(trafficCone.Position);
                        invPed.MakeMissionPed();
                        invPed.IsVisible = false;
                        invPed.IsPositionFrozen = true;
                        
                        invWall.Heading = Game.LocalPlayer.Character.Heading;
                        invWall.IsVisible = false;
                        RoadSignsWithInvisWallsAndPeds.Add(trafficCone, invWall, invPed);
                        
                    }
                   
                }
                catch (Exception e)
                {
                    Game.LogTrivial(e.ToString());
                }
            });
        }

19 Source : OctoMap.cs
with MIT License
from Alexander-Scott

private void BuildOctoMapFromBitStreamRecursive(BitStream bitStream, uint currentNodeId)
        {
            // Create child nodes of this current node
            uint[] childIdArray = new uint[8];
            for (int i = 0; i < 8; i++)
            {
                uint childNodeId = _nodeHighestIndex++;
                _nodes.Add(childNodeId, new OctoMapNode());
                childIdArray[i] = childNodeId;
            }

            // Add child ids to dictionary
            uint childArrayId = _nodeChildrenHighestIndex++;
            _nodeChildren.Add(childArrayId, childIdArray);

            // Create node and add child array linkage
            OctoMapNode currentNode = _nodes[currentNodeId];
            currentNode.ChildArrayId = childArrayId;
            _nodes[currentNodeId] = currentNode;

            // Correctly set the state of each of the children created
            List<uint> innerNodeChildren = new List<uint>();
            for (int i = 0; i < 8; i++)
            {
                int firstBit = bitStream.ReadBit().AsInt();
                int secondBit = bitStream.ReadBit().AsInt();

                OctoMapNode childNode;
                if (firstBit == 1 && secondBit == 1) // INNER NODE
                {
                    innerNodeChildren.Add(childIdArray[i]);
                }
                else if (firstBit == 0 && secondBit == 1) // OCCUPIED
                {
                    childNode = _nodes[childIdArray[i]];
                    _nodes[childIdArray[i]] = IncreaseNodeOccupation(childNode);
                }
                else if (firstBit == 1 && secondBit == 0) // FREE
                {
                    childNode = _nodes[childIdArray[i]];
                    _nodes[childIdArray[i]] = DecreaseNodeOccupation(childNode);
                }

                // else UNKNOWN
            }

            // Now loop through each child that is an inner node
            for (int i = 0; i < innerNodeChildren.Count; i++)
            {
                BuildOctoMapFromBitStreamRecursive(bitStream, innerNodeChildren[i]);
            }
        }

19 Source : TMP_SpriteAssetMenu.cs
with MIT License
from Alword

[MenuItem("CONTEXT/TMP_Spritereplacedet/Update Sprite replacedet", false, 2100)]
        static void UpdateSpritereplacedet(MenuCommand command)
        {
            TMP_Spritereplacedet spritereplacedet = (TMP_Spritereplacedet)command.context;

            if (spritereplacedet == null)
                return;

            // Get a list of all the sprites contained in the texture referenced by the sprite replacedet.
            // This only works if the texture is set to sprite mode.
            string filePath = replacedetDatabase.GetreplacedetPath(spritereplacedet.spriteSheet);

            if (string.IsNullOrEmpty(filePath))
                return;

            // Get all the Sprites sorted Left to Right / Top to Bottom
            Sprite[] sprites = replacedetDatabase.LoadAllreplacedetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();

            List<TMP_SpriteGlyph> spriteGlyphTable = spritereplacedet.spriteGlyphTable;

            // Finding available glyph indexes to insert new glyphs into.
            var tempGlyphTable = spriteGlyphTable.OrderBy(glyph => glyph.index).ToList();
            List<uint> availableGlyphIndexes = new List<uint>();

            int elementIndex = 0;
            for (uint i = 0; i < tempGlyphTable[tempGlyphTable.Count - 1].index; i++)
            {
                uint currentElementIndex = tempGlyphTable[elementIndex].index;

                if (i == currentElementIndex)
                    elementIndex += 1;
                else
                    availableGlyphIndexes.Add(i);
            }

            // Iterate over each of the sprites in the texture to try to match them to existing sprites in the sprite replacedet.
            for (int i = 0; i < sprites.Length; i++)
            {
                int id = sprites[i].GetInstanceID();

                int glyphIndex = spriteGlyphTable.FindIndex(item => item.sprite.GetInstanceID() == id);

                if (glyphIndex == -1)
                {
                    // Add new Sprite Glyph to the table
                    Sprite sprite = sprites[i];

                    TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();

                    // Get available glyph index
                    if (availableGlyphIndexes.Count > 0)
                    {
                        spriteGlyph.index = availableGlyphIndexes[0];
                        availableGlyphIndexes.RemoveAt(0);
                    }
                    else
                        spriteGlyph.index = (uint)spriteGlyphTable.Count;

                    spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
                    spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                    spriteGlyph.scale = 1.0f;
                    spriteGlyph.sprite = sprite;

                    spriteGlyphTable.Add(spriteGlyph);

                    TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
                    spriteCharacter.name = sprite.name;
                    spriteCharacter.scale = 1.0f;

                    spritereplacedet.spriteCharacterTable.Add(spriteCharacter);
                }
                else
                {
                    // Look for changes in existing Sprite Glyph
                    Sprite sprite = sprites[i];

                    TMP_SpriteGlyph spriteGlyph = spriteGlyphTable[glyphIndex];

                    // We only update changes to the sprite position / glyph rect.
                    if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
                        spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                }
            }

            // Sort glyph table by glyph index
            spritereplacedet.SortGlyphTable();
            spritereplacedet.UpdateLookupTables();
            TMPro_EventManager.ON_SPRITE_replacedET_PROPERTY_CHANGED(true, spritereplacedet);
        }

19 Source : ParticleState.cs
with MIT License
from AmplifyCreations

void RemoveDeadParticles()
	{
		m_listToRemove.Clear();

		var enumerator = m_particleDict.GetEnumerator();
		while ( enumerator.MoveNext() )
		{
			KeyValuePair<uint, Particle> pair = enumerator.Current;

			if ( pair.Value.refCount <= 0 )
			{
				m_particleStack.Push( pair.Value );
				if(!m_listToRemove.Contains(pair.Key))
					m_listToRemove.Add( pair.Key );
			}
			else
				pair.Value.refCount = 0;
		}

		for ( int i = 0; i < m_listToRemove.Count; i++ )
			m_particleDict.Remove( m_listToRemove[ i ] );
	}

See More Examples