#include "Network/Event/RequestMatchGame.hpp" #include #include "Common/Constant.hpp" #include "Game/RealmUserManager.hpp" #include "Game/GameSessionManager.hpp" #include "Game/RealmUser.hpp" void RequestMatchGame::Deserialize( sptr_byte_stream stream ) { DeserializeHeader( stream ); m_sessionId = stream->read_encrypted_utf16(); auto unknown_a = stream->read_u16(); auto unknown_b = stream->read_u32(); auto unknown_c = stream->read_u32(); auto unknown_d = stream->read_u32(); auto unknown_e = stream->read_u32(); // Match Game Node Count for( uint32_t i = 0; i < unknown_e; i++ ) { auto node_a = stream->read_u16(); auto node_b = stream->read_u32(); auto node_c = stream->read_utf16(); auto node_d = stream->read_u32(); auto node_e = stream->read_u32(); auto node_f = stream->read_u32(); auto node_g = stream->read_u16(); } auto unknown_f = stream->read_u8(); auto unknown_g = stream->read_u32(); auto unknown_h = stream->read_u32(); } sptr_generic_response RequestMatchGame::ProcessRequest( sptr_socket socket, sptr_byte_stream stream ) { Deserialize( stream ); return std::make_shared< ResultMatchGame >( this, socket->remote_ip ); } ResultMatchGame::ResultMatchGame( GenericRequest *request, std::string userIp ) : GenericResponse( *request ) { m_userIp = userIp; } void ResultMatchGame::Serialize( ByteBuffer &out ) const { out.write_u16( m_packetId ); out.write_u32( m_trackId ); out.write_u32( 0 ); const auto publicGameList = GameSessionManager::Get().GetAvailableGameSessionList( RealmGameType::CHAMPIONS_OF_NORRATH ); const auto publicGameCount = static_cast< uint32_t >( publicGameList.size() ); out.write_u32( publicGameCount ); { for( const auto &game : publicGameList ) { if( m_userIp == game->m_hostExternalAddr ) out.write_utf16( std::format( L"{}:{}", Util::UTF8ToWide( game->m_hostLocalAddr ), game->m_hostNatPort ) ); else out.write_utf16( std::format( L"{}:{}", Util::UTF8ToWide( game->m_hostExternalAddr ), game->m_hostNatPort ) ); } } out.write_u32( publicGameCount ); { for( const auto &game : publicGameList ) out.write_utf16( game->m_gameName ); } out.write_u32( publicGameCount ); { for( const auto &game : publicGameList ) out.write_utf16( game->m_ownerName ); } out.write_u32( publicGameCount ); { for( const auto &game : publicGameList ) out.write_u32( game->m_gameId ); } out.write_u32( publicGameCount ); { for( const auto &game : publicGameList ) out.write_utf8( game->m_gameData ); } }