2008-03-05 09:52:00 -05:00
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////////////////////////////////////////////////////////////////////////////////
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//
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// Microsoft Research Singularity
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: NtlmMessages.cs
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//
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// Note:
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//
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2008-11-17 18:29:00 -05:00
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// This file contains structures and enumerated types of the NTLM
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// authentication protocol.
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//
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///////////////////////////////////////////////////////////////////////////////
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using System;
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using System.Runtime.InteropServices;
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namespace System.Security.Protocols.Ntlm
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{
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class NtlmConstants
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{
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#if false
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public static readonly byte[]! MessageSignature = {
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(byte)'N',
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(byte)'T',
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(byte)'L',
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(byte)'M',
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(byte)'S',
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(byte)'S',
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(byte)'P',
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0
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};
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#endif
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// This is the NTLM message signature, encoded as a little-endian ulong.
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public const ulong MessageSignature64Le =
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((ulong)'N')
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| (((ulong)'T') << 8)
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| (((ulong)'L') << 0x10)
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| (((ulong)'M') << 0x18)
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| (((ulong)'S') << 0x20)
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| (((ulong)'S') << 0x28)
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| (((ulong)'P') << 0x30)
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/* 0x38 position is zero */;
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public const int HeaderLength = 0x10;
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public const int ChallengeLength = 8;
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}
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public enum NtlmMessageType
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{
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Negotiate = 1,
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Challenge = 2,
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Response = 3,
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}
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///
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// <summary>
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// All NTLMSSP messages begin with this header.
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// </summary>
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//
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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pointerfree struct NtlmMessageHeader
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{
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/// <summary>
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/// This value should always be "NTLMSSP\0", encoded as a little-endian 64-bit ulong.
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/// NtlmConstants.MessageSignature64Le encodes this value.
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/// </summary>
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//
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public ulong Signature;
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/// <summary>A value from NtlmMessageType.</summary>
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public uint MessageType;
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}
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///
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//<summary>
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//The Negotiate message is the first message in an NTLM exchange.
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//The client (supplicant) sends this message to the server, requesting a session
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//and indicating what kind of options this client supports. The OemDomainName
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//and OemWorkstationName values can be provided for diagnostics and logging,
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//but the server is under no obligation to trust them.
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//</summary>
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//
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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pointerfree struct NtlmNegotiateMessage
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{
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public NtlmMessageHeader Header;
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public uint NegotiateFlags;
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public BufferRegion OemDomainName;
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public BufferRegion OemWorkstationName;
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public ulong Version;
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}
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[Flags]
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public enum NtlmNegotiateFlags
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{
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None = 0,
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/// <summary>Text strings are in unicode</summary>
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NegotiateUnicode = 0x00000001,
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/// <summary>Text strings are in OEM</summary>
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NegotiateOem = 0x00000002,
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/// <summary>Server should return its authentication realm</summary>
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RequestTarget = 0x00000004,
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/// <summary>Request signature capability</summary>
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NegotiateSign = 0x00000010,
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/// <summary>Request confidentiality</summary>
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NegotiateSeal = 0x00000020,
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/// <summary>Use datagram style authentication</summary>
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NegotiateDatagram = 0x00000040,
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/// <summary>Use LM session key for sign/seal</summary>
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NegotiateLmKey = 0x00000080,
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/// <summary>NetWare authentication</summary>
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NegotiateNetware = 0x00000100,
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/// <summary>NTLM authentication</summary>
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NegotiateNtlm = 0x00000200,
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/// <summary>NT authentication only (no LM)</summary>
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NegotiateNtOnly = 0x00000400,
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/// <summary>NULL Sessions on NT 5.0 and beyond</summary>
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NegotiateNullSession = 0x00000800,
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/// <summary>Domain Name supplied on negotiate</summary>
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NegotiateOemDomainSupplied = 0x1000,
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/// <summary>Workstation Name supplied on negotiate</summary>
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NegotiateOemWorkstationSupplied = 0x2000,
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/// <summary>Indicates client/server are same machine</summary>
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NegotiateLocalCall = 0x00004000,
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/// <summary>Sign for all security levels</summary>
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NegotiateAlwaysSign = 0x00008000,
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}
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///
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//<summary>
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// <para>
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// Describes the header for the NTLM "Challenge" message. This message is also known as an
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// NTLM "Type 3" message. This message is sent from a server (authenticator) to a client
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// (supplicant). The server generates a random 8-byte challenge (nonce).
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// </para>
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//</summary>
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//
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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pointerfree struct NtlmChallengeMessage
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{
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public NtlmMessageHeader Header;
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///
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//<summary>
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// The domain name (realm name) of the server. This value may or may not be present.
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// If the NtlmNegotiateFlag.RequestTarget flag is set in the Negotiate message, then
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// the client requests this field, but the server is not obligated to send this value.
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//</summary>
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//
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public BufferRegion TargetName;
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/// <summary>The set of negotiation flags that the server has agreed to.</summary>
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public uint NegotiateFlags;
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/// <summary>The 8-byte challenge, encoded as a 64-bit integer.</summary>
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public ulong PackedChallenge;
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// The contents of the TargetName follow.
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}
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///
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//<summary>
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// <para>
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// This structure describes the header for the NTLM "Response" message, also known as the NTLM
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// "Type 3" message. This message is sent from the client (supplicant) to the server (authenticator),
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// and is the last message in the exchange. This message proves that the client has valid credentials.
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// </para>
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//</summary>
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//
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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pointerfree struct NtlmResponseMessage
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{
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public NtlmMessageHeader Header;
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/// <summary>Describes the size and location of the LAN Manager response.</summary>
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public BufferRegion LmChallengeResponse;
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/// <summary>Describes the size and location of the NT response.</summary>
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public BufferRegion NtChallengeResponse;
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/// <summary>Describes the size and location of the domain name of the authenticating user.</summary>
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public BufferRegion DomainName;
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/// <summary>Describes the size and location of the username of the authenticating user.</summary>
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public BufferRegion UserName;
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/// <summary>Describes the size and location of the workstation name (computer name) of the client's computer.</summary>
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public BufferRegion Workstation;
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// The contents of the many BufferRegion fields follow.
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}
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///
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//<summary>
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// <para>
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// Identifies a region within a buffer. This structure is compatible with the STRING32 structure
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// used by NT, which is used to describe the offset and length of variable-length strings that are
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// stored after a fixed-length message header.
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// </para>
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//
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// <para>
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// NTLM uses this structure to describe the size and location variable-length strings in NTLMSSP messages.
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// </para>
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//</summary>
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//
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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pointerfree struct BufferRegion
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{
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public ushort Length; // the length in bytes of the string
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public ushort MaximumLength; // the maximum number of bytes to write to the buffer (n/a in networking!)
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public ushort Offset; // offset within the message of this string
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public ushort Reserved; // always zero
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public BufferRegion(ushort length, ushort maximumLength, ushort offset)
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{
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this.Length = length;
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this.MaximumLength = maximumLength;
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this.Offset = offset;
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this.Reserved = 0;
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}
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}
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2008-03-05 09:52:00 -05:00
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}
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