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

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

287 Examples 7

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

public List<UInt16> Deserialize(ref BssomReader reader, ref BssomDeserializeContext context)
        {
            if (reader.TryReadNullWithEnsureArray1BuildInType(BssomType.UInt16Code))
            {
                return default;
            }

            context.Option.Security.DepthStep(ref context);
            reader.SkipVariableNumber();
            int len = reader.ReadVariableNumber();
            List<ushort> val = new List<UInt16>(len);
            for (int i = 0; i < len; i++)
            {
                val.Add(reader.ReadUInt16WithOutTypeHead());
            }
            context.Depth--;
            return val;
        }

19 Source : Server.cs
with MIT License
from 1ZouLTReX1

private void Update()
    {
        // Network Tick.
        lock (instantiateJobs)
        {
            for (int i = 0; i < instantiateJobs.Count; i++)
            {
                (User user, ushort id) = instantiateJobs[i]; 

                var obj = Instantiate(playerPrefab, Vector3.zero, Quaternion.idenreplacedy);
                var tmpPlayer = obj.GetComponent<Player>();
                tmpPlayer.SetPlayerID(id);

                user.player = tmpPlayer;

                // Attach the Lag compensation module to the new instantiated player.
                obj.AddComponent<LagCompensationModule>().Init(user.player);
            }

            instantiateJobs.Clear();
        }

        
        lock (disconnectedClients)
        {

            foreach (var clientSock in clients.Keys)
            {
                if (clients[clientSock].player.playerContainer == null)
                {
                    OnUserDisconnect(clientSock);
                }
            }

            foreach (var disconnectedSock in disconnectedClients)
            {
                var playerId = clients[disconnectedSock].player.playerId;
                if (clients[disconnectedSock].player.playerContainer != null)
                {
                    GameObject.Destroy(clients[disconnectedSock].player.playerContainer);
                }

                lock (clients)
                {
                    clients.Remove(disconnectedSock);
                }

                lock (playerIdList)
                {
                    playerIdList.Add(playerId);
                    // return the id number to the id pool for new players to join in.
                    Console.WriteLine("Client Disconnected, Returned Player ID: " + playerId);
                    Console.WriteLine("Player Count: " + (MaximumPlayers - playerIdList.Count) + " / " + MaximumPlayers);
                }
            }

            disconnectedClients.Clear();
        }

        // Every tick we call update function which will process all the user commands and apply them to the physics world.
        serverLoop.Update(clients.Values.Select(x => x.player).ToList());

        WorldState snapshot = serverLoop.GetSnapshot();

        lock (OutputsOG)
        {
            for (int i = OutputsOG.Count - 1; i >= 0; i--)
            {
                var sock = OutputsOG[i];

                try
                {
                    SendSnapshot(sock, snapshot);
                }
                catch
                {
                    OnUserDisconnect(sock);
                }
            }
        }
    }

19 Source : CreateInvertedIndex.cs
with MIT License
from ABTSoftware

public static void CreateIndex(IEnumerable<KeyValuePair<Guid, Example>> examples)
        {
            var ex = examples.ToList();
            foreach (var example in ex)
            {
                string lines = GetTextFromExample(example.Value);
                var terms = GetTerms(lines);

                // Memory optimisation. Store term indices as ushort (16bit)
                if (terms.Count > ushort.MaxValue)
                    throw new InvalidOperationException("Too many terms in this example: " + example.Value.replacedle);

                var termDictExample = new Dictionary<string, List<ushort>>();
                for (ushort i = 0; i < terms.Count; i++)
                {
                    var term = terms[i];
                    if (termDictExample.ContainsKey(term))
                    {
                        termDictExample[term].Add(i);
                    }
                    else
                    {
                        termDictExample[term] = new List<ushort> { i };
                    }
                }

                var norm = Math.Sqrt(termDictExample.Sum(termDict => Sqr(termDict.Value.Count)));

                foreach (var termDict in termDictExample)
                {
                    var term = termDict.Key;
                    termDict.Value.TrimExcess();

                    if (_invertedIndex.ContainsKey(term))
                    {
                        var ti = new TermInfo(example.Key, termDict.Value.ToArray(), (float) (termDict.Value.Count / norm));
                        _invertedIndex[term].TermInfos.Add(ti);
                    }
                    else
                    {
                        _invertedIndex[term] = new Posting(new List<TermInfo>
                        {
                            new TermInfo(example.Key, termDict.Value.ToArray(), (float) (termDict.Value.Count/norm))
                        });
                    }
                    _invertedIndex[term].InvertedDoreplacedentFrequency += 1;
                }
            }

            _invertedIndex.ForEachDo(
                x => x.Value.InvertedDoreplacedentFrequency = Math.Log(ex.Count/x.Value.InvertedDoreplacedentFrequency));
        }

19 Source : CreateInvertedIndex.cs
with MIT License
from ABTSoftware

public static void CreateIndexForCode(IEnumerable<KeyValuePair<Guid, Example>> examples)
        {
            var ex = examples.ToList();

            foreach (var example in ex)
            {
                var tokenizer = new NGramTokenizer();

                string lines = GetSourceCodeFromExample(example.Value);
                var terms = lines.ToLower().Split(' ').Where(x => x != "")
                    .Select(tokenizer.Tokenize)
                    .SelectMany(strings => strings.SelectMany(inner => inner))                                        
                    .Select(sb => sb.ToString())
                    .Where(s => !string.IsNullOrEmpty(s) && s.Length > 1)
                    .ToList();

                // Memory optimisation. Store term indices as ushort (16bit)
                if (terms.Count > ushort.MaxValue)
                    throw new InvalidOperationException("Too many code terms for example: " + example.Value.replacedle);

                var termDictExample = new Dictionary<string, List<ushort>>();
                for (ushort i = 0; i < terms.Count; i++)
                {
                    var term = terms[i];
                    if (termDictExample.ContainsKey(term))
                    {
                        termDictExample[term].Add(i);
                    }
                    else
                    {
                        termDictExample[term] = new List<ushort> { i };
                    }
                }

                var norm = Math.Sqrt(termDictExample.Sum(termDict => Sqr(termDict.Value.Count)));

                foreach (var termDict in termDictExample)
                {
                    var term = termDict.Key;
                    var list = termDict.Value;

                    if (_codeInvertedIndex.ContainsKey(term))
                    {
                        var ti = new TermInfo(example.Key, termDict.Value.ToArray(), (float) (termDict.Value.Count / norm));
                        _codeInvertedIndex[term].TermInfos.Add(ti);
                    }
                    else
                    {
                        var ti = new TermInfo(example.Key, termDict.Value.ToArray(), (float)(termDict.Value.Count / norm));
                        _codeInvertedIndex[term] = new Posting(new List<TermInfo>
                        {
                            ti,
                        });
                    }
                    _codeInvertedIndex[term].InvertedDoreplacedentFrequency += 1;
                }
                
            }

            _codeInvertedIndex.ForEachDo(x =>
            {
                x.Value.InvertedDoreplacedentFrequency = Math.Log(ex.Count/x.Value.InvertedDoreplacedentFrequency);

                // Collapse memory of List<TermInfo>
                x.Value.TermInfos = x.Value.TermInfos.ToList();
            });
        }

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

public virtual void Unpack(BinaryReader reader, BSPType treeType)
        {
            Type = Encoding.ASCII.GetString(reader.ReadBytes(4)).Reverse();
            
            switch (Type)
            {
                // These types will unpack the data completely, in their own clreplacedes
                case "PORT":
                case "LEAF":
                    throw new Exception();
            }

            SplittingPlane = new Plane();
            SplittingPlane.Unpack(reader);

            switch (Type)
            {
                case "BPnn":
                case "BPIn":
                    PosNode = BSPNode.ReadNode(reader, treeType);
                    break;
                case "BpIN":
                case "BpnN":
                    NegNode = BSPNode.ReadNode(reader, treeType);
                    break;
                case "BPIN":
                case "BPnN":
                    PosNode = BSPNode.ReadNode(reader, treeType);
                    NegNode = BSPNode.ReadNode(reader, treeType);
                    break;
            }

            if (treeType == BSPType.Cell)
                return;

            Sphere = new Sphere();
            Sphere.Unpack(reader);

            if (treeType == BSPType.Physics)
                return;

            InPolys = new List<ushort>();
            uint numPolys = reader.ReadUInt32();
            for (uint i = 0; i < numPolys; i++)
                InPolys.Add(reader.ReadUInt16());
        }

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

public void Unpack(BinaryReader reader)
        {
            Flags = (PortalFlags)reader.ReadUInt16();

            OtherCellId = reader.ReadUInt16();
            OtherPortalId = reader.ReadUInt16();

            ushort num_stabs = reader.ReadUInt16();
            for (var i = 0; i < num_stabs; i++)
                StabList.Add(reader.ReadUInt16());

            reader.AlignBoundary();
        }

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

public void Unpack(BinaryReader reader)
        {
            var numPolygons        = reader.ReadUInt32();
            var numPhysicsPolygons = reader.ReadUInt32();
            var numPortals         = reader.ReadUInt32();

            VertexArray.Unpack(reader);

            Polygons.Unpack(reader, numPolygons);

            for (uint i = 0; i < numPortals; i++)
                Portals.Add(reader.ReadUInt16());

            reader.AlignBoundary();

            CellBSP.Unpack(reader, BSPType.Cell);

            PhysicsPolygons.Unpack(reader, numPhysicsPolygons);

            PhysicsBSP.Unpack(reader, BSPType.Physics);

            uint hasDrawingBSP = reader.ReadUInt32();
            if (hasDrawingBSP != 0)
            {
                DrawingBSP = new BSPTree();
                DrawingBSP.Unpack(reader, BSPType.Drawing);
            }

            reader.AlignBoundary();
        }

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

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

            uint hasObjects = reader.ReadUInt32();
            if (hasObjects == 1)
                HasObjects = true;

            // Read in the terrain. 9x9 so 81 records.
            for (int i = 0; i < 81; i++)
            {
                var terrain = reader.ReadUInt16();
                Terrain.Add(terrain);
            }

            // Read in the height. 9x9 so 81 records
            for (int i = 0; i < 81; i++)
            {
                var height = reader.ReadByte();
                Height.Add(height);
            }

            reader.AlignBoundary();
        }

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 : BldPortal.cs
with GNU Affero General Public License v3.0
from ACEmulator

public void add_to_stablist(ref List<ushort> stabList, ref uint maxSize, ref uint stabNum)
        {
            // is maxSize needed with list?
            for (var i = 0; i < StabList.Count; i++)
            {
                var j = (int)stabNum;
                while (j > 0)
                {
                    if (StabList[i] == stabList[j - 1])
                        break;
                    j--;
                }
                if (j > 0)
                {
                    if (stabNum >= maxSize)
                    {
                        var old = stabList;
                        stabList = new List<ushort>();
                        maxSize += 10;
                        foreach (var stab in StabList)
                            stabList.Add(stab);
                    }
                    stabList.Add(StabList[i]);
                    stabNum++;
                }
            }
        }

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

public void BuildIndices()
        {
            Indices = new List<ushort>();

            ushort firstIdx = 0;
            ushort lastIdx = 0;

            for (var i = 0; i < _polygon.VertexIds.Count; i++)
            {
                var vertID = _polygon.VertexIds[i];
                ushort uvIdx = 0;
                if (_polygon.PosUVIndices != null && i < _polygon.PosUVIndices.Count)
                {
                    uvIdx = _polygon.PosUVIndices[i];
                }
                var key = new Tuple<ushort, ushort>((ushort)vertID, uvIdx);
                if (!UVLookup.TryGetValue(key, out var idx))
                {
                    Console.WriteLine($"Couldn't find UV for {GfxObj._gfxObj.Id:X8} key {key}");
                    continue;
                }
                if (i == 0)
                    firstIdx = idx;
                if (i > 2)
                {
                    // make triangle fan
                    Indices.Add(firstIdx);
                    Indices.Add(lastIdx);
                }
                lastIdx = idx;
                Indices.Add(idx);
            }

            //Console.WriteLine($"Poly verts: {_polygon.VertexIds.Count} ({IndexArray.Count})");

        }

19 Source : WksRecord.cs
with Apache License 2.0
from alexreinert

internal override void ParseRecordData(byte[] resultData, int currentPosition, int length)
		{
			int endPosition = currentPosition + length;

			Address = new IPAddress(DnsMessageBase.ParseByteData(resultData, ref currentPosition, 4));
			Protocol = (ProtocolType) resultData[currentPosition++];
			Ports = new List<ushort>();

			int octetNumber = 0;
			while (currentPosition < endPosition)
			{
				byte octet = resultData[currentPosition++];

				for (int bit = 0; bit < 8; bit++)
				{
					if ((octet & (1 << Math.Abs(bit - 7))) != 0)
					{
						Ports.Add((ushort) (octetNumber * 8 + bit));
					}
				}

				octetNumber++;
			}
		}

19 Source : ModbusDevice.cs
with MIT License
from AndreasAmMueller

public void SetCoil(ushort address, bool value)
		{
			using (coilsLock.GetWriteLock())
			{
				if (value && !coils.Contains(address))
				{
					coils.Add(address);
				}
				if (!value && coils.Contains(address))
				{
					coils.Remove(address);
				}
			}
		}

19 Source : ModbusDevice.cs
with MIT License
from AndreasAmMueller

public void SetInput(ushort address, bool value)
		{
			using (discreteInputsLock.GetWriteLock())
			{
				if (value && !discreteInputs.Contains(address))
				{
					discreteInputs.Add(address);
				}
				if (!value && discreteInputs.Contains(address))
				{
					discreteInputs.Remove(address);
				}
			}
		}

19 Source : UniGifDecoder.cs
with MIT License
from andrew-raphael-lukasik

static async Task<GifTexture[]> DecodeTexturesAsync
	(
		GifData gifData ,
		FilterMode filterMode ,
		TextureWrapMode wrapMode
	)
	{
		if( gifData.m_imageBlockList==null || gifData.m_imageBlockList.Count<1 )
		{
			await Task.Delay( 1 );//yield break;
		}

		List<GifTexture> gifTexList = new List<GifTexture>( gifData.m_imageBlockList.Count );
		List<ushort> disposalMethodList = new List<ushort>( gifData.m_imageBlockList.Count );

		int imgIndex = 0;

		for( int i = 0 ; i<gifData.m_imageBlockList.Count ; i++ )
		{
			byte[] decodedData = GetDecodedData( gifData.m_imageBlockList[i] );

			GraphicControlExtension? graphicCtrlEx = GetGraphicCtrlExt( gifData , imgIndex );

			int transparentIndex = GetTransparentIndex( graphicCtrlEx );

			disposalMethodList.Add( GetDisposalMethod( graphicCtrlEx ) );

			Color32 bgColor;
			List<byte[]> colorTable = GetColorTableAndSetBgColor( gifData , gifData.m_imageBlockList[i] , transparentIndex , out bgColor );

			await Task.Delay( 1 );//yield return 0;

			bool filledTexture;
			Texture2D tex = CreateTexture2D( gifData , gifTexList , imgIndex , disposalMethodList , bgColor , filterMode , wrapMode , out filledTexture );

			await Task.Delay( 1 );//yield return 0;

			// Set pixel data
			int dataIndex = 0;
			// Reverse set pixels. because GIF data starts from the top left.
			for( int y = tex.height - 1 ; y>=0 ; y-- )
			{
				SetTexturePixelRow( tex , y , gifData.m_imageBlockList[i] , decodedData , ref dataIndex , colorTable , bgColor , transparentIndex , filledTexture );
			}
			tex.Apply();

			await Task.Delay( 1 );//yield return 0;

			float delaySec = GetDelaySec( graphicCtrlEx );

			// Add to GIF texture list
			gifTexList.Add( new GifTexture( tex , delaySec ) );

			imgIndex++;
		}

		return gifTexList.ToArray();
	}

19 Source : UniGifDecoder.cs
with MIT License
from andrew-raphael-lukasik

static async Task<Texture2D> DecodeTextureAsync
	(
		GifData gifData ,
		FilterMode filterMode ,
		TextureWrapMode wrapMode
	)
	{
		if( gifData.m_imageBlockList==null || gifData.m_imageBlockList.Count<1 )
		{
			await Task.Delay( 1 );
		}

		List<ushort> disposalMethodList = new List<ushort>( gifData.m_imageBlockList.Count );

		int imgIndex = 0;
		int i = 0;

		byte[] decodedData = GetDecodedData( gifData.m_imageBlockList[i] );

		GraphicControlExtension? graphicCtrlEx = GetGraphicCtrlExt( gifData , imgIndex );

		int transparentIndex = GetTransparentIndex( graphicCtrlEx );

		disposalMethodList.Add( GetDisposalMethod( graphicCtrlEx ) );

		Color32 bgColor;
		List<byte[]> colorTable = GetColorTableAndSetBgColor( gifData , gifData.m_imageBlockList[i] , transparentIndex , out bgColor );

		await Task.Delay( 1 );

		bool filledTexture;
		Texture2D texture = CreateTexture2D( gifData , imgIndex , disposalMethodList , bgColor , filterMode , wrapMode , out filledTexture );

		await Task.Delay( 1 );

		// Set pixel data
		int dataIndex = 0;
		// Reverse set pixels. because GIF data starts from the top left.
		for( int y = texture.height - 1 ; y>=0 ; y-- )
		{
			SetTexturePixelRow( texture , y , gifData.m_imageBlockList[i] , decodedData , ref dataIndex , colorTable , bgColor , transparentIndex , filledTexture );
		}
		texture.Apply();

		await Task.Delay( 1 );

		float delaySec = GetDelaySec( graphicCtrlEx );


		imgIndex++;

		return texture;
	}

19 Source : ItemExtensions.cs
with GNU General Public License v3.0
from berichan

private static void checkInternalList()
    {
        if (itemsInternal == null)
        {
            itemsInternal = new List<ushort>();
            string[] hexes = ResourceLoader.GetInternalHexes().text.Split(new[] { "\r\n", "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries);
            foreach (string h in hexes)
                itemsInternal.Add(ushort.Parse(h, System.Globalization.NumberStyles.HexNumber));
        }
    }

19 Source : Utils.cs
with MIT License
from bradhannah

public static List<ushort> CreateOffsetList(byte[] byteArray, int offset, int length)
        {
            List<ushort> offsetArray = new List<ushort>();

            // double TOTAL_LOOKS because we are using 16 bit integers, using two bytes at a time
            for (int i = 0; i < length; i += 2)
            {
                offsetArray.Add((ushort)(byteArray[i] | (byteArray[i + 1] << 8)));
            }

            return offsetArray;
        }

19 Source : FixedMemoryBlock.cs
with Apache License 2.0
from cdy816

public List<ushort> ReadUShorts(long offset, int count)
        {
            List<ushort> re = new List<ushort>(count);
            for (int i = 0; i < count; i++)
            {
                re.Add(ReadUShort((int)offset + 2 * i));
            }
            return re;
        }

19 Source : HisDataBuffer.cs
with Apache License 2.0
from cdy816

public List<ushort> ReadUShorts(long offset, int count)
        {
            List<ushort> re = new List<ushort>(count);
            for (int i = 0; i < count; i++)
            {
                re.Add(ReadUShort(offset + 2 * i));
            }
            return re;
        }

19 Source : SctpErrorChunk.cs
with MIT License
from chatop2020

public static SctpErrorChunk ParseChunk(byte[] buffer, int posn, bool isAbort)
        {
            var errorChunk = (isAbort) ? new SctpAbortChunk(false) : new SctpErrorChunk();
            ushort chunkLen = errorChunk.ParseFirstWord(buffer, posn);

            int paramPosn = posn + SCTP_CHUNK_HEADER_LENGTH;
            int paramsBufferLength = chunkLen - SCTP_CHUNK_HEADER_LENGTH;

            if (paramPosn < paramsBufferLength)
            {
                bool stopProcessing = false;

                foreach (var varParam in GetParameters(buffer, paramPosn, paramsBufferLength))
                {
                    switch (varParam.ParameterType)
                    {
                        case (ushort)SctpErrorCauseCode.InvalidStreamIdentifier:
                            ushort streamID = (ushort)((varParam.ParameterValue != null) ?
                                NetConvert.ParseUInt16(varParam.ParameterValue, 0) : 0);
                            var invalidStreamID = new SctpErrorInvalidStreamIdentifier { StreamID = streamID };
                            errorChunk.AddErrorCause(invalidStreamID);
                            break;
                        case (ushort)SctpErrorCauseCode.MissingMandatoryParameter:
                            List<ushort> missingIDs = new List<ushort>();
                            if (varParam.ParameterValue != null)
                            {
                                for (int i = 0; i < varParam.ParameterValue.Length; i += 2)
                                {
                                    missingIDs.Add(NetConvert.ParseUInt16(varParam.ParameterValue, i));
                                }
                            }
                            var missingMandatory = new SctpErrorMissingMandatoryParameter { MissingParameters = missingIDs };
                            errorChunk.AddErrorCause(missingMandatory);
                            break;
                        case (ushort)SctpErrorCauseCode.StaleCookieError:
                            uint staleness = (uint)((varParam.ParameterValue != null) ?
                                NetConvert.ParseUInt32(varParam.ParameterValue, 0) : 0);
                            var staleCookie = new SctpErrorStaleCookieError { MeasureOfStaleness = staleness };
                            errorChunk.AddErrorCause(staleCookie);
                            break;
                        case (ushort)SctpErrorCauseCode.OutOfResource:
                            errorChunk.AddErrorCause(new SctpCauseOnlyError(SctpErrorCauseCode.OutOfResource));
                            break;
                        case (ushort)SctpErrorCauseCode.UnresolvableAddress:
                            var unresolvable = new SctpErrorUnresolvableAddress { UnresolvableAddress = varParam.ParameterValue };
                            errorChunk.AddErrorCause(unresolvable);
                            break;
                        case (ushort)SctpErrorCauseCode.UnrecognizedChunkType:
                            var unrecognised = new SctpErrorUnrecognizedChunkType { UnrecognizedChunk = varParam.ParameterValue };
                            errorChunk.AddErrorCause(unrecognised);
                            break;
                        case (ushort)SctpErrorCauseCode.InvalidMandatoryParameter:
                            errorChunk.AddErrorCause(new SctpCauseOnlyError(SctpErrorCauseCode.InvalidMandatoryParameter));
                            break;
                        case (ushort)SctpErrorCauseCode.UnrecognizedParameters:
                            var unrecognisedParams = new SctpErrorUnrecognizedParameters { UnrecognizedParameters = varParam.ParameterValue };
                            errorChunk.AddErrorCause(unrecognisedParams);
                            break;
                        case (ushort)SctpErrorCauseCode.NoUserData:
                            uint tsn = (uint)((varParam.ParameterValue != null) ?
                                NetConvert.ParseUInt32(varParam.ParameterValue, 0) : 0);
                            var noData = new SctpErrorNoUserData { TSN = tsn };
                            errorChunk.AddErrorCause(noData);
                            break;
                        case (ushort)SctpErrorCauseCode.CookieReceivedWhileShuttingDown:
                            errorChunk.AddErrorCause(new SctpCauseOnlyError(SctpErrorCauseCode.CookieReceivedWhileShuttingDown));
                            break;
                        case (ushort)SctpErrorCauseCode.RestartreplacedociationWithNewAddress:
                            var restartAddress = new SctpErrorRestartreplacedociationWithNewAddress
                            { NewAddressTLVs = varParam.ParameterValue };
                            errorChunk.AddErrorCause(restartAddress);
                            break;
                        case (ushort)SctpErrorCauseCode.UserInitiatedAbort:
                            string reason = (varParam.ParameterValue != null) ?
                                Encoding.UTF8.GetString(varParam.ParameterValue) : null;
                            var userAbort = new SctpErrorUserInitiatedAbort { AbortReason = reason };
                            errorChunk.AddErrorCause(userAbort);
                            break;
                        case (ushort)SctpErrorCauseCode.ProtocolViolation:
                            string info = (varParam.ParameterValue != null) ?
                                Encoding.UTF8.GetString(varParam.ParameterValue) : null;
                            var protocolViolation = new SctpErrorProtocolViolation { AdditionalInformation = info };
                            errorChunk.AddErrorCause(protocolViolation);
                            break;
                        default:
                            // Parameter was not recognised.
                            errorChunk.GotUnrecognisedParameter(varParam);
                            break;
                    }

                    if (stopProcessing)
                    {
                        logger.LogWarning($"SCTP unrecognised parameter {varParam.ParameterType} for chunk type {SctpChunkType.ERROR} "
                            + "indicated no further chunks should be processed.");
                        break;
                    }
                }
            }

            return errorChunk;
        }

19 Source : UniGifDecoder.cs
with MIT License
from chiepomme

private static IEnumerator DecodeTextureCoroutine(GifData gifData, Action<List<GifTexture>> callback, FilterMode filterMode, TextureWrapMode wrapMode)
    {
        if (gifData.m_imageBlockList == null || gifData.m_imageBlockList.Count < 1)
        {
            yield break;
        }

        List<GifTexture> gifTexList = new List<GifTexture>(gifData.m_imageBlockList.Count);
        List<ushort> disposalMethodList = new List<ushort>(gifData.m_imageBlockList.Count);

        int imgIndex = 0;

        for (int i = 0; i < gifData.m_imageBlockList.Count; i++)
        {
            byte[] decodedData = GetDecodedData(gifData.m_imageBlockList[i]);

            GraphicControlExtension? graphicCtrlEx = GetGraphicCtrlExt(gifData, imgIndex);

            int transparentIndex = GetTransparentIndex(graphicCtrlEx);

            disposalMethodList.Add(GetDisposalMethod(graphicCtrlEx));

            Color32 bgColor;
            List<byte[]> colorTable = GetColorTableAndSetBgColor(gifData, gifData.m_imageBlockList[i], transparentIndex, out bgColor);

            yield return 0;

            bool filledTexture;
            Texture2D tex = CreateTexture2D(gifData, gifTexList, imgIndex, disposalMethodList, bgColor, filterMode, wrapMode, out filledTexture);

            yield return 0;

            // Set pixel data
            int dataIndex = 0;
            // Reverse set pixels. because GIF data starts from the top left.
            for (int y = tex.height - 1; y >= 0; y--)
            {
                SetTexturePixelRow(tex, y, gifData.m_imageBlockList[i], decodedData, ref dataIndex, colorTable, bgColor, transparentIndex, filledTexture);
            }
            tex.Apply();

            yield return 0;

            float delaySec = GetDelaySec(graphicCtrlEx);

            // Add to GIF texture list
            gifTexList.Add(new GifTexture(tex, delaySec));

            imgIndex++;
        }

        if (callback != null)
        {
            callback(gifTexList);
        }

        yield break;
    }

19 Source : AutoTimedTrafficLights.cs
with MIT License
from CitiesSkylinesMods

private static List<ushort> OneWayRoads(ushort nodeId, out int count) {
            List<ushort> segList2 = new List<ushort>();
            ref NetNode node = ref Singleton<NetManager>.instance.m_nodes.m_buffer[nodeId];
            for (int i = 0; i < 8; ++i) {
                var segId = node.GetSegment(i);
                if (segMan.CalculateIsOneWay(segId)) {
                    segList2.Add(segId);
                }
            }
            count = segList2.Count;
            return segList2;
        }

19 Source : PriorityRoad.cs
with MIT License
from CitiesSkylinesMods

public static IRecordable FixRoad(ushort initialSegmentId) {
            // Create segment list such that the first and last segments are at path end.
            List<ushort> segmentList = new List<ushort>(40);
            SegmentTraverser.Traverse(
                    initialSegmentId,
                    TraverseDirection.AnyDirection,
                    TraverseSide.Straight,
                    SegmentStopCriterion.None,
                    data => {
                        if (data.ViaInitialStartNode)
                            segmentList.Add(data.CurSeg.segmentId);
                        else
                            segmentList.Insert(0, data.CurSeg.segmentId);
                        return true;
                    });

            return FixRoad(segmentList);
        }

19 Source : PriorityRoad.cs
with MIT License
from CitiesSkylinesMods

internal static List<ushort> GetNodeSegments(ushort nodeId) {
            List<ushort> segmentList = new List<ushort>();
            for (int i = 0; i < 8; ++i) {
                ushort segId = nodeId.ToNode().GetSegment(i);
                if (segId != 0) {
                    segmentList.Add(segId);
                }
            }
            return segmentList;
        }

19 Source : PriorityRoad.cs
with MIT License
from CitiesSkylinesMods

public static void FixHighPriorityJunction(ushort nodeId, List<ushort> segmentList) {
            if (nodeId == 0) {
                return;
            }

            List<ushort> nodeSegments = new List<ushort>();
            for (int i = 0; i < 8; ++i) {
                ushort segId = nodeId.ToNode().GetSegment(i);
                if (segId != 0) {
                    bool main = segmentList.Contains(segId);
                    if (main) {
                        nodeSegments.Insert(0, segId);
                    } else {
                        nodeSegments.Add(segId);
                    }
                }
            }

            if (nodeSegments.Count < 3) {
                Log._Debug("FixJunction: This is not a junction. nodeID=" + nodeId);
                return;
            }

            FixHighPriorityJunctionHelper(nodeId, nodeSegments);
        }

19 Source : RoundaboutMassEdit.cs
with MIT License
from CitiesSkylinesMods

private bool TraverseAroundRecursive(ushort segmentId) {
            if (segmentList_.Count > 20) {
                return false; // too long. prune
            }
            segmentList_.Add(segmentId);
            var segments = GetSortedSegments(segmentId);

            foreach (var nextSegmentId in segments) {
                bool isRoundabout;
                if (nextSegmentId == segmentList_[0]) {
                    isRoundabout = true;
                } else if (Contains(nextSegmentId)) {
                    isRoundabout = false; // try another segment.
                } else {
                    isRoundabout = TraverseAroundRecursive(nextSegmentId);
                }
                if (isRoundabout) {
                    return true;
                } //end if
            }// end foreach
            segmentList_.Remove(segmentId);
            return false;
        }

19 Source : GetNodeSegmentIdsEnumerableTests.cs
with MIT License
from CitiesSkylinesMods

[TestMethod]
        public void Foreach_InitialSegmentId1_Clockwise() {
            var testSegments = new NetSegment[] {
                default,
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 1,
                    m_startLeftSegment = 2,
                    m_startRightSegment = 4,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 2,
                    m_startLeftSegment = 3,
                    m_startRightSegment = 1,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 3,
                    m_startLeftSegment = 4,
                    m_startRightSegment = 2,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 4,
                    m_startLeftSegment = 1,
                    m_startRightSegment = 3,
                },
            };

            var expected = new List<ushort> { 1, 2, 3, 4 };
            var actual = new List<ushort>();

            foreach (var item in new GetNodeSegmentIdsEnumerable(1, 1, ClockDirection.Clockwise, testSegments)) {
                actual.Add(item);
            }

            Collectionreplacedert.AreEqual(expected, actual);
        }

19 Source : GetNodeSegmentIdsEnumerableTests.cs
with MIT License
from CitiesSkylinesMods

[TestMethod]
        public void Foreach_StartAt1_Clockwise_TwoTimes() {
            var testSegments = new NetSegment[] {
                default,
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 1,
                    m_startLeftSegment = 2,
                    m_startRightSegment = 4,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 2,
                    m_startLeftSegment = 3,
                    m_startRightSegment = 1,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 3,
                    m_startLeftSegment = 4,
                    m_startRightSegment = 2,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 4,
                    m_startLeftSegment = 1,
                    m_startRightSegment = 3,
                },
            };

            var expected = new List<ushort> { 1, 2, 3, 4 };
            var actual1 = new List<ushort>();
            var actual2 = new List<ushort>();

            foreach (var item in new GetNodeSegmentIdsEnumerable(1, 1, ClockDirection.Clockwise, testSegments)) {
                actual1.Add(item);
            }

            foreach (var item in new GetNodeSegmentIdsEnumerable(1, 1, ClockDirection.Clockwise, testSegments)) {
                actual2.Add(item);
            }

            Collectionreplacedert.AreEqual(expected, actual1);
            Collectionreplacedert.AreEqual(expected, actual2);
        }

19 Source : GetNodeSegmentIdsEnumerableTests.cs
with MIT License
from CitiesSkylinesMods

[TestMethod]
        public void Foreach_ViaInterface_InitialSegmentId1_Clockwise() {
            var testSegments = new NetSegment[] {
                default,
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 1,
                    m_startLeftSegment = 2,
                    m_startRightSegment = 4,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 2,
                    m_startLeftSegment = 3,
                    m_startRightSegment = 1,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 3,
                    m_startLeftSegment = 4,
                    m_startRightSegment = 2,
                },
                new NetSegment() {
                    m_startNode = 1,
                    m_endNode = 4,
                    m_startLeftSegment = 1,
                    m_startRightSegment = 3,
                },
            };

            var expected = new List<ushort> { 1, 2, 3, 4 };
            var actual = new List<ushort>();

            IEnumerable<ushort> nodeSegmentIds = new GetNodeSegmentIdsEnumerable(1, 1, ClockDirection.Clockwise, testSegments);
            foreach (var item in nodeSegmentIds) {
                actual.Add(item);
            }

            Collectionreplacedert.AreEqual(expected, actual);
        }

19 Source : ArrayHandler.cs
with MIT License
from CitiesSkylinesMultiplayer

public static void Postfix(ref ushort item)
            {
                if (_collecting)
                {
                    _array16Collected.Add(item);
                }
            }

19 Source : AutoTimedTrafficLights.cs
with MIT License
from CitiesSkylinesMods

private static List<ushort> ArrangedSegments(ushort nodeId) {
            ClockDirection clockDirection = Shortcuts.LHT
                ? ClockDirection.CounterClockwise
                : ClockDirection.Clockwise;

            List<ushort> segList = new List<ushort>();

            foreach (var segmentId in netService.GetNodeSegmentIds(nodeId, clockDirection)) {
                if (CountOutgoingLanes(segmentId, nodeId) > 0) {
                    segList.Add(segmentId);
                }
            }

            return segList;
        }

19 Source : TrafficLightSimulationManager.cs
with MIT License
from CitiesSkylinesMods

public bool LoadData(List<Configuration.TimedTrafficLights> data) {
            bool success = true;
            Log.Info($"Loading {data.Count} timed traffic lights (new method)");

            var nodesWithSimulation = new HashSet<ushort>();

            foreach (Configuration.TimedTrafficLights cnfTimedLights in data) {
                nodesWithSimulation.Add(cnfTimedLights.nodeId);
            }

            var masterNodeIdBySlaveNodeId = new Dictionary<ushort, ushort>();
            var nodeGroupByMasterNodeId = new Dictionary<ushort, List<ushort>>();

            foreach (Configuration.TimedTrafficLights cnfTimedLights in data) {
                try {
                    // TODO most of this should not be necessary at all if the clreplacedes around TimedTrafficLights clreplaced were properly designed
                    // enforce uniqueness of node ids
                    List<ushort> currentNodeGroup = cnfTimedLights.nodeGroup.Distinct().ToList();

                    if (!currentNodeGroup.Contains(cnfTimedLights.nodeId)) {
                        currentNodeGroup.Add(cnfTimedLights.nodeId);
                    }

                    // remove any nodes that are not configured to have a simulation
                    currentNodeGroup = new List<ushort>(
                        currentNodeGroup.Intersect(nodesWithSimulation));

                    // remove invalid nodes from the group; find if any of the nodes in the group is already a master node
                    ushort masterNodeId = 0;
                    int foundMasterNodes = 0;

                    for (int i = 0; i < currentNodeGroup.Count;) {
                        ushort nodeId = currentNodeGroup[i];

                        if (!ExtNodeManager.Instance.IsValid(currentNodeGroup[i])) {
                            currentNodeGroup.RemoveAt(i);
                            continue;
                        }

                        if (nodeGroupByMasterNodeId.ContainsKey(nodeId)) {
                            // this is a known master node
                            if (foundMasterNodes > 0) {
                                // we already found another master node. ignore this node.
                                currentNodeGroup.RemoveAt(i);
                                continue;
                            }

                            // we found the first master node
                            masterNodeId = nodeId;
                            ++foundMasterNodes;
                        }

                        ++i;
                    }

                    if (masterNodeId == 0) {
                        // no master node defined yet, set the first node as a master node
                        masterNodeId = currentNodeGroup[0];
                    }

                    // ensure the master node is the first node in the list (TimedTrafficLights
                    // depends on this at the moment...)
                    currentNodeGroup.Remove(masterNodeId);
                    currentNodeGroup.Insert(0, masterNodeId);

                    // update the saved node group and master-slave info
                    nodeGroupByMasterNodeId[masterNodeId] = currentNodeGroup;

                    foreach (ushort nodeId in currentNodeGroup) {
                        masterNodeIdBySlaveNodeId[nodeId] = masterNodeId;
                    }
                } catch (Exception e) {
                    Log.WarningFormat(
                        "Error building timed traffic light group for TimedNode {0} (NodeGroup: {1}): {2}",
                        cnfTimedLights.nodeId,
                        string.Join(", ", cnfTimedLights.nodeGroup.Select(x => x.ToString()).ToArray()),
                        e);
                    success = false;
                }
            }

            foreach (Configuration.TimedTrafficLights cnfTimedLights in data) {
                try {
                    if (!masterNodeIdBySlaveNodeId.ContainsKey(cnfTimedLights.nodeId)) {
                        continue;
                    }

                    ushort masterNodeId = masterNodeIdBySlaveNodeId[cnfTimedLights.nodeId];
                    List<ushort> nodeGroup = nodeGroupByMasterNodeId[masterNodeId];

#if DEBUGLOAD
                    Log._Debug($"Adding timed light at node {cnfTimedLights.nodeId}. NodeGroup: "+
                    $"{string.Join(", ", nodeGroup.Select(x => x.ToString()).ToArray())}");
#endif
                    SetUpTimedTrafficLight(cnfTimedLights.nodeId, nodeGroup);

                    int j = 0;
                    foreach (Configuration.TimedTrafficLightsStep cnfTimedStep in cnfTimedLights.timedSteps) {
#if DEBUGLOAD
                        Log._Debug($"Loading timed step {j} at node {cnfTimedLights.nodeId}");
#endif
                        ITimedTrafficLightsStep step =
                            TrafficLightSimulations[cnfTimedLights.nodeId].timedLight.AddStep(
                                cnfTimedStep.minTime,
                                cnfTimedStep.maxTime,
                                (StepChangeMetric)cnfTimedStep.changeMetric,
                                cnfTimedStep.waitFlowBalance);

                        foreach (KeyValuePair<ushort, Configuration.CustomSegmentLights> e in
                            cnfTimedStep.segmentLights)
                        {
                            if (!ExtSegmentManager.Instance.IsSegmentValid(e.Key)) {
                                continue;
                            }

                            e.Value.nodeId = cnfTimedLights.nodeId;

#if DEBUGLOAD
                            Log._Debug($"Loading timed step {j}, segment {e.Key} at node {cnfTimedLights.nodeId}");
#endif
                            ICustomSegmentLights lights = null;
                            if (!step.CustomSegmentLights.TryGetValue(e.Key, out lights)) {
#if DEBUGLOAD
                                Log._Debug($"No segment lights found at timed step {j} for segment "+
                                $"{e.Key}, node {cnfTimedLights.nodeId}");
#endif
                                continue;
                            }

                            Configuration.CustomSegmentLights cnfLights = e.Value;

#if DEBUGLOAD
                            Log._Debug($"Loading pedestrian light @ seg. {e.Key}, step {j}: "+
                            $"{cnfLights.pedestrianLightState} {cnfLights.manualPedestrianMode}");
#endif
                            lights.ManualPedestrianMode = cnfLights.manualPedestrianMode;
                            lights.PedestrianLightState = cnfLights.pedestrianLightState;

                            bool first = true; // v1.10.2 transitional code
                            foreach (KeyValuePair<ExtVehicleType, Configuration.CustomSegmentLight> e2
                                in cnfLights.customLights) {
#if DEBUGLOAD
                                Log._Debug($"Loading timed step {j}, segment {e.Key}, vehicleType "+
                                $"{e2.Key} at node {cnfTimedLights.nodeId}");
#endif
                                if (!lights.CustomLights.TryGetValue(
                                        LegacyExtVehicleType.ToNew(e2.Key),
                                        out ICustomSegmentLight light)) {
#if DEBUGLOAD
                                    Log._Debug($"No segment light found for timed step {j}, segment "+
                                    $"{e.Key}, vehicleType {e2.Key} at node {cnfTimedLights.nodeId}");
#endif
                                    // v1.10.2 transitional code START
                                    if (first) {
                                        first = false;
                                        if (!lights.CustomLights.TryGetValue(
                                                CustomSegmentLights
                                                    .DEFAULT_MAIN_VEHICLETYPE,
                                                out light)) {
#if DEBUGLOAD
                                            Log._Debug($"No segment light found for timed step {j}, "+
                    $"segment {e.Key}, DEFAULT vehicleType {CustomSegmentLights.DEFAULT_MAIN_VEHICLETYPE} "+
                    $"at node {cnfTimedLights.nodeId}");
#endif
                                            continue;
                                        }
                                    } else {
                                        // v1.10.2 transitional code END
                                        continue;

                                        // v1.10.2 transitional code START
                                    }

                                    // v1.10.2 transitional code END
                                }

                                Configuration.CustomSegmentLight cnfLight = e2.Value;

                                light.InternalCurrentMode = (LightMode)cnfLight.currentMode; // TODO improve & remove
                                light.SetStates(
                                    cnfLight.mainLight,
                                    cnfLight.leftLight,
                                    cnfLight.rightLight,
                                    false);
                            }
                        }

                        ++j;
                    }
                } catch (Exception e) {
                    // ignore, as it's probably corrupt save data. it'll be culled on next save
                    Log.Warning($"Error loading data from TimedNode (new method): {e}");
                    success = false;
                }
            }

            foreach (Configuration.TimedTrafficLights cnfTimedLights in data) {
                try {
                    ITimedTrafficLights timedNode =
                        TrafficLightSimulations[cnfTimedLights.nodeId].timedLight;

                    timedNode.Housekeeping();
                    if (cnfTimedLights.started) {
                        timedNode.Start(cnfTimedLights.currentStep);
                    }
                } catch (Exception e) {
                    Log.Warning($"Error starting timed light @ {cnfTimedLights.nodeId}: {e}");
                    success = false;
                }
            }

            return success;
        }

19 Source : AssetData.cs
with MIT License
from CitiesSkylinesMods

public static SegmentNetworkIDs [] GetPathsNetworkIDs(BuildingInfo prefab) {
            // Code based on BuildingDecorations.SavePaths()
            Building[] buildingBuffer = BuildingManager.instance.m_buildings.m_buffer;
            List<ushort> replacedetSegmentIds = new List<ushort>();
            List<ushort> buildingIds = new List<ushort>(prefab.m_paths.Length);
            var ret = new List<SegmentNetworkIDs>();
            for (ushort buildingId = 1; buildingId < BuildingManager.MAX_BUILDING_COUNT; buildingId += 1) {
                if (buildingBuffer[buildingId].m_flags != Building.Flags.None) {
                    replacedetSegmentIds.AddRange(BuildingDecoration.GetBuildingSegments(ref buildingBuffer[buildingId]));
                    buildingIds.Add(buildingId);
                }
            }

            ExtSegmentManager extSegmentManager = ExtSegmentManager.Instance;
            for (ushort segmentId = 0; segmentId < NetManager.MAX_SEGMENT_COUNT; segmentId++) {
                if (extSegmentManager.IsSegmentValid(segmentId)) {
                    if (!replacedetSegmentIds.Contains(segmentId)) {
                        ret.Add(new SegmentNetworkIDs(segmentId));
                    }
                }
            }
            return ret.ToArray();

        }

19 Source : AutoTimedTrafficLights.cs
with MIT License
from CitiesSkylinesMods

public static bool Add(ushort nodeId) {
            List<ushort> nodeGroup = new List<ushort>(1);
            nodeGroup.Add(nodeId);
            return tlsMan.SetUpTimedTrafficLight(nodeId, nodeGroup);
        }

19 Source : AutoTimedTrafficLights.cs
with MIT License
from CitiesSkylinesMods

private static List<ushort> TwoWayRoads(List<ushort> segList, out int count) {
            List<ushort> segList2 = new List<ushort>();
            foreach(var segId in segList) {
                if (!segMan.CalculateIsOneWay(segId)) {
                    segList2.Add(segId);
                }
            }
            count = segList2.Count;
            return segList2;
        }

19 Source : MapImport.cs
with MIT License
from csinkers

static (IList<EventNode> events, IList<ushort> chains) BuildChains(MapId mapId, List<TriggerInfo> triggers, List<NpcInfo> npcs, replacedetMapping mapping)
        {
            var scriptables = triggers.Cast<IScriptable>().Concat(npcs);
            foreach (var scriptable in scriptables)
                BuildEventHash(mapId, scriptable, mapping);

            var scripts = scriptables.GroupBy(x => x.Key, ScriptableKeyComparer.Instance);
            var scriptsByHint = new Dictionary<ChainHint, List<IGrouping<ScriptableKey, IScriptable>>>();
            foreach (var g in scripts)
            {
                foreach (var scriptable in g)
                {
                    scriptable.EventBytes = g.Key.EventBytes;
                    var first = g.First();
                    if (scriptable != first && first.Events != null)
                        scriptable.Events = first.Events.ToList();
                }

                if (!scriptsByHint.TryGetValue(g.Key.ChainHint, out var group))
                {
                    group = new List<IGrouping<ScriptableKey, IScriptable>>();
                    scriptsByHint[g.Key.ChainHint] = group;
                }

                group.Add(g);
            }

            var events = new List<EventNode>();
            var chains = new List<ushort>();

            ushort eventId = 0;
            foreach (var kvp in scriptsByHint.OrderBy(x => x.Key))
            {
                var hint = kvp.Key;
                var groupsWithHint = kvp.Value;
                if (hint.IsNone) 
                    continue;

                if (hint.IsChain)
                {
                    while (chains.Count <= hint.ChainId)
                        chains.Add(ushort.MaxValue);
                    chains[hint.ChainId] = eventId;

                    if (groupsWithHint.Count > 1)
                    {
                        // Map Map.TorontoStart contains multiple scriptable enreplacedies with differing event chains but the same chain hint (12):
                        // Version 1: 1, 4, 5
                        // Version 2: 3
                        var sb = new StringBuilder();
                        sb.AppendLine($"Map {mapId} contains multiple scriptable enreplacedies with differing event chains but the same chain hint ({hint}):");
                        int version = 1;
                        foreach (var grouping in groupsWithHint)
                        {
                            sb.Append("Version "); sb.Append(version++); sb.Append(": ");
                            foreach (var scriptable in grouping)
                            {
                                sb.Append(scriptable.ObjectId);
                                sb.Append(' ');
                            }
                            sb.AppendLine();
                        }

                        throw new FormatException(sb.ToString());
                    }
                }

                var groupEvents = groupsWithHint[0].First().Events;
                foreach (var e in groupEvents)
                {
                    events.Add(e);
                    e.Id = eventId;
                    eventId++;
                }
            }

            if (scriptsByHint.TryGetValue(ChainHint.None, out var groupsWithoutHint))
            {
                var group = groupsWithoutHint[^1];
                groupsWithoutHint.RemoveAt(groupsWithoutHint.Count - 1);
                if (groupsWithoutHint.Count == 0)
                    scriptsByHint.Remove(ChainHint.None);

                var groupEvents = group.First().Events;
                if (groupEvents != null)
                {
                    foreach (var e in groupEvents)
                    {
                        events.Add(e);
                        e.Id = eventId;
                        eventId++;
                    }
                }
            }

            return (events, chains);
        }

19 Source : MainWindow.xaml.cs
with GNU General Public License v2.0
from Cuyler36

private void Import_Click(object sender, RoutedEventArgs e)
        {
            if (SelectIconImageDialog.ShowDialog().Value && File.Exists(SelectIconImageDialog.FileName))
            {
                try
                {
                    BitmapImage Img = new BitmapImage();
                    Img.BeginInit();
                    Img.UriSource = new Uri(SelectIconImageDialog.FileName);
                    Img.EndInit();

                    if (Img.PixelWidth == 32 && Img.PixelHeight == 32)
                    {
                        //IconImage.Source = Img;

                        // Get the image data
                        byte[] PixelData = new byte[4 * 32 * 32];
                        Img.CopyPixels(PixelData, 4 * 32, 0);

                        int[] ImageData = new int[32 * 32];
                        Buffer.BlockCopy(PixelData, 0, ImageData, 0, PixelData.Length);

                        // Convert it to C8 format
                        IconData = new byte[0x600];
                        List<ushort> PaletteList = new List<ushort>();

                        for (int i = 0, idx = 0; i < 32 * 32; i++, idx += 4)
                        {
                            ushort RGB5A3Color = RGB5A3.ToRGB5A3(PixelData[idx + 3], PixelData[idx + 2], PixelData[idx + 1], PixelData[idx]);
                            if (!PaletteList.Contains(RGB5A3Color))
                            {
                                PaletteList.Add(RGB5A3Color);
                            }
                        }

                        ushort[] Palette = PaletteList.ToArray();
                        if (Palette.Length > 256)
                        {
                            Array.Resize(ref Palette, 256);
                        }

                        C8.EncodeC8(ImageData, Palette, 32, 32).CopyTo(IconData, 0);

                        for (int i = 0; i < PaletteList.Count; i++)
                        {
                            BitConverter.GetBytes(PaletteList[i].Reverse()).CopyTo(IconData, 0x400 + i * 2);
                        }

                        // Refresh the Icon Image
                        RefreshIconImage();
                    }
                    else
                    {
                        MessageBox.Show("The icon you selected is not 32x32 pixels! Please resize it to that and try again.", "Icon Import Error", MessageBoxButton.OK,
                            MessageBoxImage.Error);
                    }
                }
                catch
                {
                    MessageBox.Show("The icon you selected could not be imported! Please try again.", "Icon Import Error", MessageBoxButton.OK, MessageBoxImage.Error);
                }
            }
        }

19 Source : Conversation.cs
with GNU General Public License v3.0
from CypherCore

bool Create(ulong lowGuid, uint conversationEntry, Map map, Unit creator, Position pos, ObjectGuid privateObjectOwner, SpellInfo spellInfo = null)
        {
            ConversationTemplate conversationTemplate = Global.ConversationDataStorage.GetConversationTemplate(conversationEntry);
            //replacedERT(conversationTemplate);

            _creatorGuid = creator.GetGUID();
            SetPrivateObjectOwner(privateObjectOwner);

            SetMap(map);
            Relocate(pos);
            RelocateStationaryPosition(pos);

            _Create(ObjectGuid.Create(HighGuid.Conversation, GetMapId(), conversationEntry, lowGuid));
            PhasingHandler.InheritPhaseShift(this, creator);

            SetEntry(conversationEntry);
            SetObjectScale(1.0f);

            _textureKitId = conversationTemplate.TextureKitId;

            if (conversationTemplate.Actors != null)
            {
                foreach (var actor in conversationTemplate.Actors)
                {
                    if (actor != null)
                    {
                        ConversationActorField actorField = new();
                        actorField.CreatureID = actor.CreatureId;
                        actorField.CreatureDisplayInfoID = actor.CreatureDisplayInfoId;
                        actorField.Id = (int)actor.ActorId;
                        actorField.Type = ConversationActorType.CreatureActor;

                        AddDynamicUpdateFieldValue(m_values.ModifyValue(m_conversationData).ModifyValue(m_conversationData.Actors), actorField);
                    }
                }
            }

            if (conversationTemplate.ActorGuids != null)
            {
                for (ushort actorIndex = 0; actorIndex < conversationTemplate.ActorGuids.Count; ++actorIndex)
                {
                    ulong actorGuid = conversationTemplate.ActorGuids[actorIndex];
                    if (actorGuid == 0)
                        continue;

                    foreach (var creature in map.GetCreatureBySpawnIdStore().LookupByKey(actorGuid))
                    {
                        // we just need the last one, overriding is legit
                        AddActor(creature.GetGUID(), actorIndex);
                    }
                }
            }

            Global.ScriptMgr.OnConversationCreate(this, creator);

            List<ushort> actorIndices = new();
            List<ConversationLine> lines = new();
            foreach (ConversationLineTemplate line in conversationTemplate.Lines)
            {
                if (!Global.ConditionMgr.IsObjectMeetingNotGroupedConditions(ConditionSourceType.ConversationLine, line.Id, creator))
                    continue;

                actorIndices.Add(line.ActorIdx);

                ConversationLine lineField = new();
                lineField.ConversationLineID = line.Id;
                lineField.UiCameraID = line.UiCameraID;
                lineField.ActorIndex = line.ActorIdx;
                lineField.Flags = line.Flags;

                ConversationLineRecord convoLine = CliDB.ConversationLineStorage.LookupByKey(line.Id); // never null for conversationTemplate->Lines

                for (Locale locale = Locale.enUS; locale < Locale.Total; locale = locale + 1)
                {
                    if (locale == Locale.None)
                        continue;

                    _lineStartTimes[(locale, line.Id)] = _lastLineEndTimes[(int)locale];
                    if (locale == Locale.enUS)
                        lineField.StartTime = (uint)_lastLineEndTimes[(int)locale].TotalMilliseconds;

                    int broadcastTextDuration = Global.DB2Mgr.GetBroadcastTextDuration((int)convoLine.BroadcastTextID, locale);
                    if (broadcastTextDuration != 0)
                        _lastLineEndTimes[(int)locale] += TimeSpan.FromMilliseconds(broadcastTextDuration);

                    _lastLineEndTimes[(int)locale] += TimeSpan.FromMilliseconds(convoLine.AdditionalDuration);
                }

                lines.Add(lineField);
            }

            _duration = _lastLineEndTimes.Max();
            SetUpdateFieldValue(m_values.ModifyValue(m_conversationData).ModifyValue(m_conversationData.LastLineEndTime), (uint)_duration.TotalMilliseconds);
            SetUpdateFieldValue(m_values.ModifyValue(m_conversationData).ModifyValue(m_conversationData.Lines), lines);

            // conversations are despawned 5-20s after LastLineEndTime
            _duration += TimeSpan.FromSeconds(10);

            Global.ScriptMgr.OnConversationCreate(this, creator);

            // All actors need to be set
            foreach (ushort actorIndex in actorIndices)
            {
                ConversationActorField actor = actorIndex < m_conversationData.Actors.Size() ? m_conversationData.Actors[actorIndex] : null;
                if (actor == null || (actor.CreatureID == 0 && actor.ActorGUID.IsEmpty() && actor.NoActorObject == 0))
                {
                    Log.outError(LogFilter.Conversation, $"Failed to create conversation (Id: {conversationEntry}) due to missing actor (Idx: {actorIndex}).");
                    return false;
                }
            }

            if (!GetMap().AddToMap(this))
                return false;

            return true;
        }

19 Source : WardenWin.cs
with GNU General Public License v3.0
from CypherCore

public override void RequestData()
        {
            Log.outDebug(LogFilter.Warden, "Request data");

            // If all checks were done, fill the todo list again
            if (_memChecksTodo.Empty())
                _memChecksTodo.AddRange(Global.WardenCheckMgr.MemChecksIdPool);

            if (_otherChecksTodo.Empty())
                _otherChecksTodo.AddRange(Global.WardenCheckMgr.OtherChecksIdPool);

            _serverTicks = GameTime.GetGameTimeMS();

            ushort id;
            WardenCheckType type;
            WardenCheck wd;
            _currentChecks.Clear();

            // Build check request
            for (uint i = 0; i < WorldConfig.GetUIntValue(WorldCfg.WardenNumMemChecks); ++i)
            {
                // If todo list is done break loop (will be filled on next Update() run)
                if (_memChecksTodo.Empty())
                    break;

                // Get check id from the end and remove it from todo
                id = _memChecksTodo.Last();
                _memChecksTodo.Remove(id);

                // Add the id to the list sent in this cycle
                _currentChecks.Add(id);
            }

            ByteBuffer buffer = new();
            buffer.WriteUInt8((byte)WardenOpcodes.Smsg_CheatChecksRequest);

            for (uint i = 0; i < WorldConfig.GetUIntValue(WorldCfg.WardenNumOtherChecks); ++i)
            {
                // If todo list is done break loop (will be filled on next Update() run)
                if (_otherChecksTodo.Empty())
                    break;

                // Get check id from the end and remove it from todo
                id = _otherChecksTodo.Last();
                _otherChecksTodo.Remove(id);

                // Add the id to the list sent in this cycle
                _currentChecks.Add(id);

                wd = Global.WardenCheckMgr.GetWardenDataById(id);

                switch (wd.Type)
                {
                    case WardenCheckType.MPQ:
                    case WardenCheckType.LuaStr:
                    case WardenCheckType.Driver:
                        buffer.WriteUInt8((byte)wd.Str.GetByteCount());
                        buffer.WriteString(wd.Str);
                        break;
                    default:
                        break;
                }
            }

            byte xorByte = _inputKey[0];

            // Add TIMING_CHECK
            buffer.WriteUInt8(0x00);
            buffer.WriteUInt8((byte)((int)WardenCheckType.Timing ^ xorByte));

            byte index = 1;

            foreach (var checkId in _currentChecks)
            {
                wd = Global.WardenCheckMgr.GetWardenDataById(checkId);

                type = wd.Type;
                buffer.WriteUInt8((byte)((int)type ^ xorByte));
                switch (type)
                {
                    case WardenCheckType.Memory:
                        {
                            buffer.WriteUInt8(0x00);
                            buffer.WriteUInt32(wd.Address);
                            buffer.WriteUInt8(wd.Length);
                            break;
                        }
                    case WardenCheckType.PageA:
                    case WardenCheckType.PageB:
                        {
                            buffer.WriteBytes(wd.Data.ToByteArray());
                            buffer.WriteUInt32(wd.Address);
                            buffer.WriteUInt8(wd.Length);
                            break;
                        }
                    case WardenCheckType.MPQ:
                    case WardenCheckType.LuaStr:
                        {
                            buffer.WriteUInt8(index++);
                            break;
                        }
                    case WardenCheckType.Driver:
                        {
                            buffer.WriteBytes(wd.Data.ToByteArray());
                            buffer.WriteUInt8(index++);
                            break;
                        }
                    case WardenCheckType.Module:
                        {
                            uint seed = RandomHelper.Rand32();
                            buffer.WriteUInt32(seed);
                            HmacHash hmac = new(BitConverter.GetBytes(seed));
                            hmac.Finish(wd.Str);
                            buffer.WriteBytes(hmac.Digest);
                            break;
                        }
                    /*case PROC_CHECK:
                    {
                        buff.append(wd.i.AsByteArray(0, false).get(), wd.i.GetNumBytes());
                        buff << uint8(index++);
                        buff << uint8(index++);
                        buff << uint32(wd.Address);
                        buff << uint8(wd.Length);
                        break;
                    }*/
                    default:
                        break;                                      // Should never happen
                }
            }
            buffer.WriteUInt8(xorByte);

            Warden3DataServer packet = new();
            packet.Data = EncryptData(buffer.GetData());
            _session.SendPacket(packet);

            _dataSent = true;

            string stream = "Sent check id's: ";
            foreach (var checkId in _currentChecks)
                stream += checkId + " ";

            Log.outDebug(LogFilter.Warden, stream);
        }

19 Source : WardenCheckManager.cs
with GNU General Public License v3.0
from CypherCore

public void LoadWardenChecks()
        {
            uint oldMSTime = Time.GetMSTime();

            // Check if Warden is enabled by config before loading anything
            if (!WorldConfig.GetBoolValue(WorldCfg.WardenEnabled))
            {
                Log.outInfo(LogFilter.Warden, "Warden disabled, loading checks skipped.");
                return;
            }

            //                              0    1     2     3        4       5      6      7
            SQLResult result = DB.World.Query("SELECT id, type, data, result, address, length, str, comment FROM warden_checks ORDER BY id ASC");
            if (result.IsEmpty())
            {
                Log.outInfo(LogFilter.ServerLoading, "Loaded 0 Warden checks. DB table `warden_checks` is empty!");
                return;
            }

            uint count = 0;
            do
            {
                ushort id = result.Read<ushort>(0);
                WardenCheckType checkType = (WardenCheckType)result.Read<byte>(1);
                string data = result.Read<string>(2);
                string checkResult = result.Read<string>(3);
                uint address = result.Read<uint>(4);
                byte length = result.Read<byte>(5);
                string str = result.Read<string>(6);
                string comment = result.Read<string>(7);

                WardenCheck wardenCheck = new();
                wardenCheck.Type = checkType;
                wardenCheck.CheckId = id;

                // Initialize action with default action from config
                wardenCheck.Action = (WardenActions)WorldConfig.GetIntValue(WorldCfg.WardenClientFailAction);

                if (checkType == WardenCheckType.PageA || checkType == WardenCheckType.PageB || checkType == WardenCheckType.Driver)
                    wardenCheck.Data = new BigInteger(data.ToByteArray());

                if (checkType == WardenCheckType.Memory || checkType == WardenCheckType.Module)
                    MemChecksIdPool.Add(id);
                else
                    OtherChecksIdPool.Add(id);

                if (checkType == WardenCheckType.Memory || checkType == WardenCheckType.PageA || checkType == WardenCheckType.PageB || checkType == WardenCheckType.Proc)
                {
                    wardenCheck.Address = address;
                    wardenCheck.Length = length;
                }

                // PROC_CHECK support missing
                if (checkType == WardenCheckType.Memory || checkType == WardenCheckType.MPQ || checkType == WardenCheckType.LuaStr || checkType == WardenCheckType.Driver || checkType == WardenCheckType.Module)
                    wardenCheck.Str = str;

                CheckStore[id] = wardenCheck;

                if (checkType == WardenCheckType.MPQ || checkType == WardenCheckType.Memory)
                {
                    BigInteger Result = new(checkResult.ToByteArray());
                    CheckResultStore[id] = Result;
                }

                if (comment.IsEmpty())
                    wardenCheck.Comment = "Undoreplacedented Check";
                else
                    wardenCheck.Comment = comment;

                ++count;
            }
            while (result.NextRow());

            Log.outInfo(LogFilter.ServerLoading, $"Loaded {count} warden checks in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
        }

19 Source : TerrainBuilder.cs
with GNU General Public License v3.0
from CypherCore

public void loadOffMeshConnections(uint mapID, uint tileX, uint tileY, MeshData meshData, string offMeshFilePath)
        {
            // no meshfile input given?
            if (offMeshFilePath == null)
                return;

            if (!File.Exists(offMeshFilePath))
            {
                Console.WriteLine($"loadOffMeshConnections: input file {offMeshFilePath} not found!");
                return;
            }

            using BinaryReader binaryReader = new(File.Open(offMeshFilePath, FileMode.Open, FileAccess.Read, FileShare.Read));
            // pretty silly thing, as we parse entire file and load only the tile we need
            // but we don't expect this file to be too large
            long fileLength = binaryReader.BaseStream.Length;
            while (binaryReader.BaseStream.Position < fileLength)
            {
                var s = binaryReader.ReadString(512);
                float[] p0 = new float[0];
                float[] p1 = new float[0];
                uint mid = 0, tx = 0, ty = 0;
                float size = 0;

                string[] stringValues = s.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
                foreach (var line in stringValues)
                {

                }

                if (mapID == mid && tileX == tx && tileY == ty)
                {
                    meshData.offMeshConnections.Add(p0[1]);
                    meshData.offMeshConnections.Add(p0[2]);
                    meshData.offMeshConnections.Add(p0[0]);

                    meshData.offMeshConnections.Add(p1[1]);
                    meshData.offMeshConnections.Add(p1[2]);
                    meshData.offMeshConnections.Add(p1[0]);

                    meshData.offMeshConnectionDirs.Add(1);          // 1 - both direction, 0 - one sided
                    meshData.offMeshConnectionRads.Add(size);       // agent size equivalent
                                                                    // can be used same way as polygon flags
                    meshData.offMeshConnectionsAreas.Add(0xFF);
                    meshData.offMeshConnectionsFlags.Add(0xFF);  // all movement masks can make this path
                }

            }
        }

19 Source : Wmo.cs
with GNU General Public License v3.0
from CypherCore

public bool Open(uint fileId, WMORoot rootWmo)
        {
            Stream stream = Program.CascHandler.OpenFile((int)fileId);
            if (stream == null)
            {
                Console.WriteLine("No such file.");
                return false;
            }

            using (BinaryReader reader = new(stream))
            {
                long fileLength = reader.BaseStream.Length;
                while (reader.BaseStream.Position < fileLength)
                {
                    string fourcc = reader.ReadStringFromChars(4, true);
                    uint size = reader.ReadUInt32();

                    if (fourcc == "MOGP")//Fix sizeoff = Data size.
                        size = 68;

                    long nextpos = reader.BaseStream.Position + size;

                    if (fourcc == "MOGP")//header
                    {
                        groupName = reader.ReadInt32();
                        descGroupName = reader.ReadInt32();
                        mogpFlags = reader.ReadInt32();

                        for (var i = 0; i < 3; ++i)
                            bbcorn1[i] = reader.ReadSingle();

                        for (var i = 0; i < 3; ++i)
                            bbcorn2[i] = reader.ReadSingle();

                        moprIdx = reader.ReadUInt16();
                        moprNItems = reader.ReadUInt16();
                        nBatchA = reader.ReadUInt16();
                        nBatchB = reader.ReadUInt16();
                        nBatchC = reader.ReadUInt32();
                        fogIdx = reader.ReadUInt32();
                        groupLiquid = reader.ReadUInt32();
                        groupWMOID = reader.ReadUInt32();

                        // according to WoW.Dev Wiki:
                        if (Convert.ToBoolean(rootWmo.flags & 4))
                            groupLiquid = GetLiquidTypeId(groupLiquid);
                        else if (groupLiquid == 15)
                            groupLiquid = 0;
                        else
                            groupLiquid = GetLiquidTypeId(groupLiquid + 1);

                        if (groupLiquid != 0)
                            liquflags |= 2;
                    }
                    else if (fourcc == "MOPY")
                    {
                        mopy_size = (int)size;
                        nTriangles = (int)size / 2;
                        MOPY = reader.ReadString((int)size);
                    }
                    else if (fourcc == "MOVI")
                    {
                        MOVI = new ushort[size / 2];
                        for (var i = 0; i < size / 2; ++i)
                            MOVI[i] = reader.ReadUInt16();
                    }
                    else if (fourcc == "MOVT")
                    {
                        MOVT = new float[size / 4];
                        for (var i = 0; i < size / 4; ++i)
                            MOVT[i] = reader.ReadSingle();

                        nVertices = size / 12;
                    }
                    else if (fourcc == "MONR")
                    {
                    }
                    else if (fourcc == "MOTV")
                    {
                    }
                    else if (fourcc == "MOBA")
                    {
                        MOBA = new ushort[size / 2];
                        moba_size = (int)(size / 2);

                        for (var i = 0; i < size / 2; ++i)
                            MOBA[i] = reader.ReadUInt16();
                    }
                    else if (fourcc == "MODR")
                    {
                        for (var i = 0; i < size / 2; ++i)
                            DoodadReferences.Add(reader.Read<ushort>());
                    }
                    else if (fourcc == "MLIQ")
                    {
                        liquflags |= 1;
                        hlq = reader.Read<WMOLiquidHeader>();
                        LiquEx_size = 8 * hlq.xverts * hlq.yverts;
                        LiquEx = new WMOLiquidVert[hlq.xverts * hlq.yverts];
                        for (var i = 0; i < hlq.xverts * hlq.yverts; ++i)
                            LiquEx[i] = reader.Read<WMOLiquidVert>();

                        int nLiquBytes = hlq.xtiles * hlq.ytiles;
                        LiquBytes = reader.ReadBytes(nLiquBytes);

                        // Determine legacy liquid type
                        if (groupLiquid == 0)
                        {
                            for (int i = 0; i < hlq.xtiles * hlq.ytiles; ++i)
                            {
                                if ((LiquBytes[i] & 0xF) != 15)
                                {
                                    groupLiquid = GetLiquidTypeId((uint)(LiquBytes[i] & 0xF) + 1);
                                    break;
                                }
                            }
                        }

                        /* std::ofstream llog("Buildings/liquid.log", ios_base::out | ios_base::app);
                        llog << filename;
                        llog << "\nbbox: " << bbcorn1[0] << ", " << bbcorn1[1] << ", " << bbcorn1[2] << " | " << bbcorn2[0] << ", " << bbcorn2[1] << ", " << bbcorn2[2];
                        llog << "\nlpos: " << hlq->pos_x << ", " << hlq->pos_y << ", " << hlq->pos_z;
                        llog << "\nx-/yvert: " << hlq->xverts << "/" << hlq->yverts << " size: " << size << " expected size: " << 30 + hlq->xverts*hlq->yverts*8 + hlq->xtiles*hlq->ytiles << std::endl;
                        llog.close(); */
                    }
                    reader.BaseStream.Seek((int)nextpos, SeekOrigin.Begin);
                }
            }

            return true;
        }

19 Source : EMFloorFunction.cs
with MIT License
from DanzaG

private void GenerateOverlaps(TR2Level level, ushort currentBoxIndex, ushort newBoxIndex)
        {
            for (int i = 0; i < level.NumBoxes; i++)
            {
                TR2Box box = level.Boxes[i];
                // Anything that has the current box as an overlap will need
                // to also have the new box, or if this is the current box, it
                // will need the new box linked to it.
                List<ushort> overlaps = TR2BoxUtilities.GetOverlaps(level, box);
                if (overlaps.Contains(currentBoxIndex) || i == currentBoxIndex)
                {
                    // Add the new index and write it back
                    overlaps.Add(newBoxIndex);
                    TR2BoxUtilities.UpdateOverlaps(level, box, overlaps);
                }
            }
        }

19 Source : TR2BoxUtilities.cs
with MIT License
from DanzaG

private static void UpdateOverlaps(TR2Box lvlBox, List<ushort> boxOverlaps, List<ushort> newOverlaps, short noOverlap)
        {
            // Either append the current overlaps, or the new ones if this is the box being updated.
            // Do nothing for boxes that have no overlaps.
            if (boxOverlaps.Count > 0)
            {
                // TR2 uses -1 as NoOverlap, but TR3+ uses 2047. So we can never use 2047
                // as an index itself. Add a dummy entry, which will never be referenced.
                if (newOverlaps.Count == noOverlap)
                {
                    newOverlaps.Add(0);
                }

                // Mark the overlap offset for this box to the insertion point
                UpdateOverlapIndex(lvlBox, newOverlaps.Count);

                for (int i = 0; i < boxOverlaps.Count; i++)
                {
                    ushort index = boxOverlaps[i];
                    if (i == boxOverlaps.Count - 1)
                    {
                        // Make sure the final overlap has the end bit set.
                        index |= EndBit;
                    }
                    newOverlaps.Add(index);
                }
            }
        }

19 Source : EMCopyRoomFunction.cs
with MIT License
from DanzaG

public override void ApplyToLevel(TR3Level level)
        {
            TR3Room baseRoom = level.Rooms[RoomIndex];

            int xdiff = NewLocation.X - baseRoom.Info.X;
            int ydiff = NewLocation.Y - baseRoom.Info.YBottom;
            int zdiff = NewLocation.Z - baseRoom.Info.Z;

            TR3Room newRoom = new TR3Room
            {
                AlternateRoom = -1,
                AmbientIntensity = baseRoom.AmbientIntensity,
                Filler = baseRoom.Filler,
                Flags = baseRoom.Flags,
                Info = new TRRoomInfo
                {
                    X = NewLocation.X,
                    YBottom = NewLocation.Y,
                    YTop = NewLocation.Y + (baseRoom.Info.YTop - baseRoom.Info.YBottom),
                    Z = NewLocation.Z
                },
                Lights = new TR3RoomLight[baseRoom.NumLights],
                LightMode = baseRoom.LightMode,
                NumDataWords = baseRoom.NumDataWords,
                NumLights = baseRoom.NumLights,
                NumPortals = 0,
                NumStaticMeshes = baseRoom.NumStaticMeshes,
                NumXSectors = baseRoom.NumXSectors,
                NumZSectors = baseRoom.NumZSectors,
                Portals = new TRRoomPortal[] { },
                ReverbInfo = baseRoom.ReverbInfo,
                RoomData = new TR3RoomData
                {
                    NumRectangles = baseRoom.RoomData.NumRectangles,
                    NumSprites = baseRoom.RoomData.NumSprites,
                    NumTriangles = baseRoom.RoomData.NumTriangles,
                    NumVertices = baseRoom.RoomData.NumVertices,
                    Rectangles = new TRFace4[baseRoom.RoomData.NumRectangles],
                    Sprites = new TRRoomSprite[baseRoom.RoomData.NumSprites],
                    Triangles = new TRFace3[baseRoom.RoomData.NumTriangles],
                    Vertices = new TR3RoomVertex[baseRoom.RoomData.NumVertices]
                },
                Sectors = new TRRoomSector[baseRoom.Sectors.Length],
                StaticMeshes = new TR3RoomStaticMesh[baseRoom.NumStaticMeshes],
                WaterScheme = baseRoom.WaterScheme
            };

            // Lights
            for (int i = 0; i < newRoom.Lights.Length; i++)
            {
                newRoom.Lights[i] = new TR3RoomLight
                {
                    Colour = baseRoom.Lights[i].Colour,
                    LightProperties = baseRoom.Lights[i].LightProperties,
                    LightType = baseRoom.Lights[i].LightType,
                    X = baseRoom.Lights[i].X + xdiff,
                    Y = baseRoom.Lights[i].Y + ydiff,
                    Z = baseRoom.Lights[i].Z + zdiff
                };
            }

            // Faces
            for (int i = 0; i < newRoom.RoomData.NumRectangles; i++)
            {
                newRoom.RoomData.Rectangles[i] = new TRFace4
                {
                    Texture = baseRoom.RoomData.Rectangles[i].Texture,
                    Vertices = new ushort[baseRoom.RoomData.Rectangles[i].Vertices.Length]
                };
                for (int j = 0; j < newRoom.RoomData.Rectangles[i].Vertices.Length; j++)
                {
                    newRoom.RoomData.Rectangles[i].Vertices[j] = baseRoom.RoomData.Rectangles[i].Vertices[j];
                }
            }

            for (int i = 0; i < newRoom.RoomData.NumTriangles; i++)
            {
                newRoom.RoomData.Triangles[i] = new TRFace3
                {
                    Texture = baseRoom.RoomData.Triangles[i].Texture,
                    Vertices = new ushort[baseRoom.RoomData.Triangles[i].Vertices.Length]
                };
                for (int j = 0; j < newRoom.RoomData.Triangles[i].Vertices.Length; j++)
                {
                    newRoom.RoomData.Triangles[i].Vertices[j] = baseRoom.RoomData.Triangles[i].Vertices[j];
                }
            }

            // Vertices
            for (int i = 0; i < newRoom.RoomData.Vertices.Length; i++)
            {
                newRoom.RoomData.Vertices[i] = new TR3RoomVertex
                {
                    Attributes = baseRoom.RoomData.Vertices[i].Attributes,
                    Colour = baseRoom.RoomData.Vertices[i].Colour,
                    Lighting = baseRoom.RoomData.Vertices[i].Lighting,
                    Vertex = new TRVertex
                    {
                        X = baseRoom.RoomData.Vertices[i].Vertex.X, // Room coords for X and Z
                        Y = (short)(baseRoom.RoomData.Vertices[i].Vertex.Y + ydiff),
                        Z = baseRoom.RoomData.Vertices[i].Vertex.Z
                    }
                };
            }

            // Sprites
            for (int i = 0; i < newRoom.RoomData.NumSprites; i++)
            {
                newRoom.RoomData.Sprites[i] = new TRRoomSprite
                {
                    Texture = baseRoom.RoomData.Sprites[i].Texture,
                    Vertex = baseRoom.RoomData.Sprites[i].Vertex
                };
            }

            // Static Meshes
            for (int i = 0; i < newRoom.NumStaticMeshes; i++)
            {
                newRoom.StaticMeshes[i] = new TR3RoomStaticMesh
                {
                    Colour = baseRoom.StaticMeshes[i].Colour,
                    MeshID = baseRoom.StaticMeshes[i].MeshID,
                    Rotation = baseRoom.StaticMeshes[i].Rotation,
                    Unused = baseRoom.StaticMeshes[i].Unused,
                    X = (uint)(baseRoom.StaticMeshes[i].X + xdiff),
                    Y = (uint)(baseRoom.StaticMeshes[i].Y + ydiff),
                    Z = (uint)(baseRoom.StaticMeshes[i].Z + zdiff)
                };
            }

            // Boxes, zones and sectors
            FDControl floorData = new FDControl();
            floorData.ParseFromLevel(level);

            TRRoomSector linkedSector = FDUtilities.GetRoomSector(LinkedLocation.X, LinkedLocation.Y, LinkedLocation.Z, (short)ConverreplacedemNumber(LinkedLocation.Room, level.NumRooms), level, floorData);
            ushort newBoxIndex = (ushort)level.NumBoxes;
            int linkedBoxIndex = (linkedSector.BoxIndex & 0x7FF0) >> 4;
            int linkedMaterial = linkedSector.BoxIndex & 0x000F; // TR3-5 store material in bits 0-3 - wood, mud etc

            // Duplicate the zone for the new box and link the current box to the new room
            TR2BoxUtilities.DuplicateZone(level, linkedBoxIndex);
            TR2Box linkedBox = level.Boxes[linkedBoxIndex];
            List<ushort> overlaps = TR2BoxUtilities.GetOverlaps(level, linkedBox);
            overlaps.Add(newBoxIndex);
            TR2BoxUtilities.UpdateOverlaps(level, linkedBox, overlaps);

            // Make a new box for the new room
            byte xmin = (byte)(newRoom.Info.X / SectorSize);
            byte zmin = (byte)(newRoom.Info.Z / SectorSize);
            byte xmax = (byte)((newRoom.Info.X / SectorSize) + (newRoom.Sectors.Length / newRoom.NumZSectors));
            byte zmax = (byte)((newRoom.Info.Z / SectorSize) + (newRoom.Sectors.Length % newRoom.NumZSectors));
            TR2Box box = new TR2Box
            {
                XMin = xmin,
                ZMin = zmin,
                XMax = xmax,
                ZMax = zmax,
                TrueFloor = (short)newRoom.Info.YBottom
            };
            List<TR2Box> boxes = level.Boxes.ToList();
            boxes.Add(box);
            level.Boxes = boxes.ToArray();
            level.NumBoxes++;

            // Link the box to the room we're joining to
            TR2BoxUtilities.UpdateOverlaps(level, box, new List<ushort> { (ushort)linkedBoxIndex });

            // Now update each of the sectors in the new room. The box index in each sector
            // needs to reference the material so pack this into the box index.
            newBoxIndex <<= 4;
            newBoxIndex |= (ushort)linkedMaterial;

            for (int i = 0; i < newRoom.Sectors.Length; i++)
            {
                int sectorYDiff = 0;
                ushort sectorBoxIndex = baseRoom.Sectors[i].BoxIndex;
                // Only change the sector if it's not impenetrable
                if (baseRoom.Sectors[i].Ceiling != _solidSector || baseRoom.Sectors[i].Floor != _solidSector)
                {
                    sectorYDiff = ydiff / ClickSize;
                    sectorBoxIndex = newBoxIndex;
                }

                newRoom.Sectors[i] = new TRRoomSector
                {
                    BoxIndex = sectorBoxIndex,
                    Ceiling = (sbyte)(baseRoom.Sectors[i].Ceiling + sectorYDiff),
                    FDIndex = 0, // Initialise to no FD
                    Floor = (sbyte)(baseRoom.Sectors[i].Floor + sectorYDiff),
                    RoomAbove = _noRoom,
                    RoomBelow = _noRoom
                };

                // Duplicate the FD too for everything except triggers. Track any portals
                // so they can be blocked off.
                if (baseRoom.Sectors[i].FDIndex != 0)
                {
                    List<FDEntry> entries = floorData.Entries[baseRoom.Sectors[i].FDIndex];
                    List<FDEntry> newEntries = new List<FDEntry>();
                    foreach (FDEntry entry in entries)
                    {
                        switch ((FDFunctions)entry.Setup.Function)
                        {
                            case FDFunctions.PortalSector:
                                // This portal will no longer be valid in the new room's position,
                                // so block off the wall
                                newRoom.Sectors[i].Floor = newRoom.Sectors[i].Ceiling = _solidSector;
                                break;
                            case FDFunctions.FloorSlant:
                                FDSlantEntry slantEntry = entry as FDSlantEntry;
                                newEntries.Add(new FDSlantEntry()
                                {
                                    Setup = new FDSetup() { Value = slantEntry.Setup.Value },
                                    SlantValue = slantEntry.SlantValue,
                                    Type = FDSlantEntryType.FloorSlant
                                });
                                break;
                            case FDFunctions.CeilingSlant:
                                FDSlantEntry ceilingSlant = entry as FDSlantEntry;
                                newEntries.Add(new FDSlantEntry()
                                {
                                    Setup = new FDSetup() { Value = ceilingSlant.Setup.Value },
                                    SlantValue = ceilingSlant.SlantValue,
                                    Type = FDSlantEntryType.CeilingSlant
                                });
                                break;
                            case FDFunctions.KillLara:
                                newEntries.Add(new FDKillLaraEntry()
                                {
                                    Setup = new FDSetup() { Value = entry.Setup.Value }
                                });
                                break;
                            case FDFunctions.ClimbableWalls:
                                newEntries.Add(new FDClimbEntry()
                                {
                                    Setup = new FDSetup() { Value = entry.Setup.Value }
                                });
                                break;
                            case FDFunctions.FloorTriangulationNWSE_Solid:
                            case FDFunctions.FloorTriangulationNESW_Solid:
                            case FDFunctions.CeilingTriangulationNW_Solid:
                            case FDFunctions.CeilingTriangulationNE_Solid:
                            case FDFunctions.FloorTriangulationNWSE_SW:
                            case FDFunctions.FloorTriangulationNWSE_NE:
                            case FDFunctions.FloorTriangulationNESW_SW:
                            case FDFunctions.FloorTriangulationNESW_NW:
                            case FDFunctions.CeilingTriangulationNW_SW:
                            case FDFunctions.CeilingTriangulationNW_NE:
                            case FDFunctions.CeilingTriangulationNE_NW:
                            case FDFunctions.CeilingTriangulationNE_SE:
                                TR3TriangulationEntry triEntry = entry as TR3TriangulationEntry;
                                newEntries.Add(new TR3TriangulationEntry
                                {
                                    Setup = new FDSetup { Value = triEntry.Setup.Value },
                                    TriData = new FDTriangulationData { Value = triEntry.TriData.Value }
                                });
                                break;
                            case FDFunctions.Monkeyswing:
                                newEntries.Add(new TR3MonkeySwingEntry()
                                {
                                    Setup = new FDSetup() { Value = entry.Setup.Value }
                                });
                                break;
                            case FDFunctions.DeferredTriggeringOrMinecartRotateLeft:
                                newEntries.Add(new TR3MinecartRotateLeftEntry()
                                {
                                    Setup = new FDSetup() { Value = entry.Setup.Value }
                                });
                                break;
                            case FDFunctions.MechBeetleOrMinecartRotateRight:
                                newEntries.Add(new TR3MinecartRotateRightEntry()
                                {
                                    Setup = new FDSetup() { Value = entry.Setup.Value }
                                });
                                break;
                        }
                    }

                    if (newEntries.Count > 0)
                    {
                        floorData.CreateFloorData(newRoom.Sectors[i]);
                        floorData.Entries[newRoom.Sectors[i].FDIndex].AddRange(newEntries);
                    }
                }
            }

            floorData.WriteToLevel(level);

            List<TR3Room> rooms = level.Rooms.ToList();
            rooms.Add(newRoom);
            level.Rooms = rooms.ToArray();
            level.NumRooms++;
        }

19 Source : EMFloorFunction.cs
with MIT License
from DanzaG

private void MoveFloor(TR2Level level)
        {
            // Find the vertices of the current floor for the tile at the given location, create 4 additional 
            // vertices on top and make new TRFace4 entries for the sides so the platform isn't floating.
            // TODO: how to handle raising/lowering slants, all of this replacedumes a flat floor to begin with.

            int clickChange = Clicks * ClickSize;

            FDControl fdc = new FDControl();
            fdc.ParseFromLevel(level);

            short roomNumber = (short)ConverreplacedemNumber(Location.Room, level.NumRooms);
            TR2Room room = level.Rooms[roomNumber];
            TRRoomSector sector = FDUtilities.GetRoomSector(Location.X, Location.Y, Location.Z, roomNumber, level, fdc);
            int sectorIndex = room.SectorList.ToList().IndexOf(sector);

            // Find the current vertices for this tile
            short x = (short)(sectorIndex / room.NumZSectors * SectorSize);
            short z = (short)(sectorIndex % room.NumZSectors * SectorSize);
            short y = (short)(sector.Floor * ClickSize);

            List<TR2RoomVertex> vertices = room.RoomData.Vertices.ToList();
            List<ushort> oldVertIndices = new List<ushort>();

            List<TRVertex> defVerts = GetTileVertices(x, y, z, false);
            // Check the Y vals are unanimous because we currently only support raising/lowering flat surfaces
            if (!defVerts.All(v => v.Y == defVerts[0].Y))
            {
                throw new NotImplementedException("Floor manipulation is limited to flat surfaces only.");
            }

            for (int i = 0; i < defVerts.Count; i++)
            {
                TRVertex vert = defVerts[i];
                int vi = vertices.FindIndex(v => v.Vertex.X == vert.X && v.Vertex.Z == vert.Z && v.Vertex.Y == vert.Y);
                if (vi != -1)
                {
                    oldVertIndices.Add((ushort)vi);
                }
            }

            // Create new vertices - we can't just change the original vertex Y vals as adjoining tiles also use 
            // those and we need the originals for the new sides to this platform.
            List<ushort> newVertIndices = new List<ushort>();
            foreach (ushort vert in oldVertIndices)
            {
                TR2RoomVertex oldRoomVertex = vertices[vert];
                TRVertex oldVert = vertices[vert].Vertex;
                TRVertex newVertex = new TRVertex
                {
                    X = oldVert.X,
                    Y = (short)(oldVert.Y + clickChange),
                    Z = oldVert.Z
                };
                newVertIndices.Add((ushort)CreateRoomVertex(room, newVertex, oldRoomVertex.Lighting, oldRoomVertex.Lighting2));
            }

            // Refresh
            vertices = room.RoomData.Vertices.ToList();

            // Get the tile face that matches the vertex list
            List<TRFace4> rectangles = room.RoomData.Rectangles.ToList();
            TRFace4 floorFace = rectangles.Find(r => r.Vertices.ToList().All(oldVertIndices.Contains));

            // If the floor has been lowered (remember +Clicks = move down, -Clicks = move up)
            // then the sides will also need lowering.
            if (Clicks > 0)
            {
                // Find faces that share 2 of the old vertices
                int floorY = room.RoomData.Vertices[floorFace.Vertices[0]].Vertex.Y;
                foreach (TRFace4 face in rectangles)
                {
                    if (face == floorFace)
                    {
                        continue;
                    }

                    List<ushort> faceVerts = face.Vertices.ToList();
                    List<ushort> sharedVerts = faceVerts.Where(oldVertIndices.Contains).ToList();
                    List<ushort> uniqueVerts = faceVerts.Except(sharedVerts).ToList();
                    if (sharedVerts.Count == 2 && uniqueVerts.Count == 2)
                    {
                        foreach (ushort sharedVert in sharedVerts)
                        {
                            int i = faceVerts.IndexOf(sharedVert);
                            TRVertex oldVert = vertices[sharedVert].Vertex;
                            foreach (ushort newVert in newVertIndices)
                            {
                                TRVertex newVertex = vertices[newVert].Vertex;
                                if (newVertex.X == oldVert.X && newVertex.Z == oldVert.Z)
                                {
                                    faceVerts[i] = newVert;
                                }
                            }
                        }
                        face.Vertices = faceVerts.ToArray();
                    }
                }
            }

            // Now change the floor face's vertices, and its texture provided we want to.
            if (floorFace != null && !RetainOriginalFloor)
            {
                floorFace.Vertices = newVertIndices.ToArray();
                if (FloorTexture != ushort.MaxValue)
                {
                    floorFace.Texture = FloorTexture;
                }
            }

            // Make faces for the new platform's sides if we have clicked up, again provided we want to.
            if (Clicks < 0 && SideTexture != ushort.MaxValue)
            {
                for (int i = 0; i < 4; i++)
                {
                    // Only texture this side if it's set in the flags
                    if (((1 << i) & Flags) > 0)
                    {
                        int j = i == 3 ? 0 : (i + 1);
                        rectangles.Add(new TRFace4
                        {
                            Texture = SideTexture,
                            Vertices = new ushort[]
                            {
                                newVertIndices[j],
                                newVertIndices[i],
                                oldVertIndices[i],
                                oldVertIndices[j]
                            }
                        });
                    }
                }
            }

            // Save the new faces
            room.RoomData.Rectangles = rectangles.ToArray();
            room.RoomData.NumRectangles = (short)rectangles.Count;

            // Account for the added faces
            room.NumDataWords = (uint)(room.RoomData.Serialize().Length / 2);

            // Now shift the actual sector info and adjust the box if necessary
            sector.Floor += Clicks;
            AlterSectorBox(level, room, sectorIndex);

            // Move any enreplacedies that share the same floor sector up or down the relevant number of clicks
            foreach (TR2Enreplacedy enreplacedy in level.Enreplacedies)
            {
                if (enreplacedy.Room == roomNumber)
                {
                    TRRoomSector enreplacedySector = FDUtilities.GetRoomSector(enreplacedy.X, enreplacedy.Y, enreplacedy.Z, enreplacedy.Room, level, fdc);
                    if (enreplacedySector == sector)
                    {
                        enreplacedy.Y += clickChange;
                    }
                }
            }
        }

19 Source : FDTriggerEntry.cs
with MIT License
from DanzaG

public override ushort[] Flatten()
        {
            //FD Setup followed by TrigSetup
            List<ushort> dataArray = new List<ushort>
            {
                Setup.Value,
                TrigSetup.Value
            };

            //If key or switch, next uint16 will be ref to key or switch ent
            if (TrigType == FDTrigType.Switch || TrigType == FDTrigType.Key)
                dataArray.Add(SwitchOrKeyRef);


            for (int i = 0; i < TrigActionList.Count; i++)
            {
                FDActionLisreplacedem action = TrigActionList[i];

                // Ensure Continue is set on all but the final action, unless it's a camera action,
                // in which case the CamAction will have Continue set to false if this is the final action.
                action.Continue = (action.TrigAction == FDTrigAction.Camera || action.TrigAction == FDTrigAction.Flyby) || i < TrigActionList.Count - 1;

                //For each action, record the value.
                dataArray.Add(action.Value);

                //If it is a camera action, record the additional camera action
                if (action.TrigAction == FDTrigAction.Camera || action.TrigAction == FDTrigAction.Flyby)
                {
                    action.CamAction.Continue = i < TrigActionList.Count - 1;
                    dataArray.Add(action.CamAction.Value);
                }
            }

            //Return uint16 array
            return dataArray.ToArray();
        }

19 Source : FDTriggerEntry.cs
with MIT License
from DanzaG

public override ushort[] Flatten()
        {
            //FD Setup followed by TrigSetup
            List<ushort> dataArray = new List<ushort>
            {
                Setup.Value,
                TrigSetup.Value
            };

            //If key or switch, next uint16 will be ref to key or switch ent
            if (TrigType == FDTrigType.Switch || TrigType == FDTrigType.Key)
                dataArray.Add(SwitchOrKeyRef);


            for (int i = 0; i < TrigActionList.Count; i++)
            {
                FDActionLisreplacedem action = TrigActionList[i];

                // Ensure Continue is set on all but the final action, unless it's a camera action,
                // in which case the CamAction will have Continue set to false if this is the final action.
                action.Continue = (action.TrigAction == FDTrigAction.Camera || action.TrigAction == FDTrigAction.Flyby) || i < TrigActionList.Count - 1;

                //For each action, record the value.
                dataArray.Add(action.Value);

                //If it is a camera action, record the additional camera action
                if (action.TrigAction == FDTrigAction.Camera || action.TrigAction == FDTrigAction.Flyby)
                {
                    action.CamAction.Continue = i < TrigActionList.Count - 1;
                    dataArray.Add(action.CamAction.Value);
                }
            }

            //Return uint16 array
            return dataArray.ToArray();
        }

19 Source : EMHorizontalCollisionalPortalFunction.cs
with MIT License
from DanzaG

public override void ApplyToLevel(TR3Level level)
        {
            FDControl control = new FDControl();
            control.ParseFromLevel(level);

            Dictionary<TRRoomSector, List<ushort>> sectorMap = new Dictionary<TRRoomSector, List<ushort>>();

            foreach (short fromRoomNumber in Portals.Keys)
            {
                int convertedFromRoomNumber = ConverreplacedemNumber(fromRoomNumber, level.NumRooms);
                foreach (short toRoomNumber in Portals[fromRoomNumber].Keys)
                {
                    int convertedToRoomNumber = ConverreplacedemNumber(toRoomNumber, level.NumRooms);
                    foreach (EMLocation sectorLocation in Portals[fromRoomNumber][toRoomNumber])
                    {
                        TRRoomSector sector = FDUtilities.GetRoomSector(sectorLocation.X, sectorLocation.Y, sectorLocation.Z, (short)convertedFromRoomNumber, level, control);

                        if (!sectorMap.ContainsKey(sector))
                        {
                            sectorMap[sector] = new List<ushort>();
                        }
                        sectorMap[sector].Add((ushort)convertedToRoomNumber);
                    }
                }
            }

            CreatePortals(sectorMap, control);

            control.WriteToLevel(level);
        }

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