本文整理汇总了C#中GSPacketIn.ReadString方法的典型用法代码示例。如果您正苦于以下问题:C# GSPacketIn.ReadString方法的具体用法?C# GSPacketIn.ReadString怎么用?C# GSPacketIn.ReadString使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GSPacketIn
的用法示例。
在下文中一共展示了GSPacketIn.ReadString方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
lock (this)
{
string dllName = packet.ReadString(16);
packet.Position = 0x50;
uint upTime = packet.ReadInt();
string text = string.Format("Client crash ({0}) dll:{1} clientUptime:{2}sec", client.ToString(), dllName, upTime);
if (log.IsInfoEnabled)
log.Info(text);
if (log.IsDebugEnabled)
{
log.Debug("Last client sent/received packets (from older to newer):");
foreach (IPacket prevPak in client.PacketProcessor.GetLastPackets())
{
log.Info(prevPak.ToHumanReadable());
}
}
//Eden
if(client.Player!=null)
{
GamePlayer player = client.Player;
client.Out.SendPlayerQuit(true);
client.Player.SaveIntoDatabase();
client.Player.Quit(true);
client.Disconnect();
}
}
}
示例2: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string name=packet.ReadString(30);
//TODO do bad name checks here from some database with
//bad names, this is just a temp testthing here
bool bad = false;
ArrayList names = GameServer.Instance.InvalidNames;
foreach(string s in names)
{
if(name.ToLower().IndexOf(s) != -1)
{
bad = true;
break;
}
}
//if(bad)
//DOLConsole.WriteLine(String.Format("Name {0} is bad!",name));
//else
//DOLConsole.WriteLine(String.Format("Name {0} seems to be a good name!",name));
client.Out.SendBadNameCheckReply(name,bad);
}
示例3: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string localIP = packet.ReadString(22);
ushort localPort = packet.ReadShort();
client.LocalIP = localIP;
client.Out.SendUDPInitReply();
}
示例4: HandlePacket
/// <summary>
/// Called when the packet has been received
/// </summary>
/// <param name="client">Client that sent the packet</param>
/// <param name="packet">Packet data</param>
/// <returns>Non zero if function was successfull</returns>
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string localIP = packet.ReadString(22);
ushort localPort = packet.ReadShort();
// TODO check changed localIP
client.LocalIP = localIP;
client.UdpPingTime = DateTime.Now.Ticks;
}
示例5: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string name = packet.ReadString(30);
string select = string.Format("Name = '{0}'", GameServer.Database.Escape(name));
DOLCharacters character = GameServer.Database.SelectObject<DOLCharacters>(select);
bool nameExists = (character != null);
client.Out.SendDupNameCheckReply(name, nameExists);
}
示例6: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
if (client == null || client.Player == null)
return;
if ((client.Player.TargetObject is IGameInventoryObject) == false)
return;
MarketSearch.SearchData search = new MarketSearch.SearchData();
search.name = packet.ReadString(64);
search.slot = (int)packet.ReadInt();
search.skill = (int)packet.ReadInt();
search.resist = (int)packet.ReadInt();
search.bonus = (int)packet.ReadInt();
search.hp = (int)packet.ReadInt();
search.power = (int)packet.ReadInt();
search.proc = (int)packet.ReadInt();
search.qtyMin = (int)packet.ReadInt();
search.qtyMax = (int)packet.ReadInt();
search.levelMin = (int)packet.ReadInt();
search.levelMax = (int)packet.ReadInt();
search.priceMin = (int)packet.ReadInt();
search.priceMax = (int)packet.ReadInt();
search.visual = (int)packet.ReadInt();
search.page = (byte)packet.ReadByte();
byte unk1 = (byte)packet.ReadByte();
short unk2 = (short)packet.ReadShort();
byte unk3 = 0;
byte unk4 = 0;
byte unk5 = 0;
byte unk6 = 0;
byte unk7 = 0;
byte unk8 = 0;
if (client.Version >= GameClient.eClientVersion.Version198)
{
// Dunnerholl 2009-07-28 Version 1.98 introduced new options to Market search. 12 Bytes were added, but only 7 are in usage so far in my findings.
// update this, when packets change and keep in mind, that this code reflects only the 1.98 changes
search.armorType = search.page; // page is now used for the armorType (still has to be logged, i just checked that 2 means leather, 0 = standard
search.damageType = (byte)packet.ReadByte(); // 1=crush, 2=slash, 3=thrust
unk3 = (byte)packet.ReadByte();
unk4 = (byte)packet.ReadByte();
unk5 = (byte)packet.ReadByte();
search.playerCrafted = (byte)packet.ReadByte(); // 1 = show only Player crafted, 0 = all
// 3 bytes unused
packet.Skip(3);
search.page = (byte)packet.ReadByte(); // page is now sent here
unk6 = (byte)packet.ReadByte();
unk7 = (byte)packet.ReadByte();
unk8 = (byte)packet.ReadByte();
}
search.clientVersion = client.Version.ToString();
(client.Player.TargetObject as IGameInventoryObject).SearchInventory(client.Player, search);
}
示例7: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string localIP = packet.ReadString(22);
ushort localPort = packet.ReadShort();
client.LocalIP = localIP;
client.Out.SendUDPInitReply();
if (client.Account.PrivLevel > 1 && ServerProperties.Properties.ENABLE_DEBUG)
client.Out.SendDebugMessage("local IP:{0} port:{1}", localIP, localPort);
}
示例8: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string name = packet.ReadString(30);
//TODO do bad name checks here from some database with
//bad names, this is just a temp testthing here
var bad = GameServer.Instance.PlayerManager.InvalidNames[name];
client.Out.SendBadNameCheckReply(name,bad);
}
示例9: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
packet.Skip(8);
string cmdLine = packet.ReadString(255);
if(!ScriptMgr.HandleCommand(client, cmdLine))
{
if (cmdLine[0] == '&')
{
cmdLine = '/' + cmdLine.Remove(0, 1);
}
client.Out.SendMessage("No such command ("+cmdLine+")",eChatType.CT_System,eChatLoc.CL_SystemWindow);
}
}
示例10: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string name = packet.ReadString(30);
var character = GameServer.Database.SelectObjects<DOLCharacters>("`Name` = @Name", new QueryParameter("@Name", name)).FirstOrDefault();
var nameExists = (character != null);
// Bad Name check.
if (!nameExists)
nameExists = GameServer.Instance.PlayerManager.InvalidNames[name];
client.Out.SendDupNameCheckReply(name, nameExists);
}
示例11: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string charName = packet.ReadString(30);
DOLCharacters[] chars = client.Account.Characters;
if (chars == null)
return;
var foundChar = chars.FirstOrDefault(ch => ch.Name.Equals(charName, StringComparison.OrdinalIgnoreCase));
if (foundChar != null)
{
var slot = foundChar.AccountSlot;
CharacterCreateRequestHandler.CheckForDeletedCharacter(foundChar.AccountName, client, slot);
}
}
示例12: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
string name = packet.ReadString(30);
string select = string.Format("Name = '{0}'", GameServer.Database.Escape(name));
DOLCharacters character = GameServer.Database.SelectObject<DOLCharacters>(select);
bool nameExists = (character != null);
// Bad Name check.
ArrayList invalidNames = GameServer.Instance.InvalidNames;
foreach(string invalidName in invalidNames)
{
if(invalidName.StartsWith("/") && invalidName.EndsWith("/"))
{
// Regex matching
string re = invalidName.Replace("/", "");
Match match = Regex.Match(name.ToLower(), re, RegexOptions.IgnoreCase);
if (match.Success)
{
nameExists = true;
break;
}
}
else
{
// "Normal" complete partial match
if(name.ToLower().Contains(invalidName.ToLower()))
{
nameExists = true;
break;
}
}
}
client.Out.SendDupNameCheckReply(name, nameExists);
}
示例13: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
int packetVersion;
switch (client.Version)
{
case GameClient.eClientVersion.Version168:
case GameClient.eClientVersion.Version169:
case GameClient.eClientVersion.Version170:
case GameClient.eClientVersion.Version171:
case GameClient.eClientVersion.Version172:
case GameClient.eClientVersion.Version173:
packetVersion = 168;
break;
default:
packetVersion = 174;
break;
}
packet.Skip(4); //Skip the first 4 bytes
if (packetVersion == 174)
{
packet.Skip(1);
}
string charName = packet.ReadString(28);
// WHRIA START
if (charName.Length >= 5)
{
if (charName.Substring(0, 4) == "slot")
{
int iSelected = 0;
if (charName.Substring(4, 1) == "a") iSelected = 0;
if (charName.Substring(4, 1) == "b") iSelected = 1;
if (charName.Substring(4, 1) == "c") iSelected = 2;
if (charName.Substring(4, 1) == "d") iSelected = 3;
if (charName.Substring(4, 1) == "e") iSelected = 4;
if (charName.Substring(4, 1) == "f") iSelected = 5;
if (charName.Substring(4, 1) == "g") iSelected = 6;
if (charName.Substring(4, 1) == "h") iSelected = 7;
if (charName.Substring(4, 1) == "i") iSelected = 8;
if (charName.Substring(4, 1) == "j") iSelected = 9;
int sizeOfCharacter = client.Account.Characters.Length;
for (int j = 0; j < sizeOfCharacter; j++)
{
int iSlot = client.Account.Characters[j].AccountSlot;
if (iSlot >= 300) iSlot -= 300; if (iSlot >= 200) iSlot -= 200; if (iSlot >= 100) iSlot -= 100;
if (iSlot == iSelected)
{
Regex nameCheck = new Regex("^[A-Z][a-zA-Z]");
if (!nameCheck.IsMatch(client.Account.Characters[j].Name)
&& client.Account.Characters[j] != null)
{
charName = client.Account.Characters[j].Name;
}
}
}
}
}
// END
//TODO Character handling
if (charName.Equals("noname"))
{
client.Out.SendSessionID();
}
else
{
// SH: Also load the player if client player is NOT null but their charnames differ!!!
// only load player when on charscreen and player is not loaded yet
// packet is sent on every region change (and twice after "play" was pressed)
if (
(
(client.Player == null && client.Account.Characters != null)
|| (client.Player != null && client.Player.Name.ToLower() != charName.ToLower())
) && client.ClientState == GameClient.eClientState.CharScreen)
{
bool charFound = false;
for (int i = 0; i < client.Account.Characters.Length; i++)
{
if (client.Account.Characters[i] != null
&& client.Account.Characters[i].Name == charName)
{
charFound = true;
// Notify Character Selection Event, last hope to fix any bad data before Loading.
GameEventMgr.Notify(DatabaseEvent.CharacterSelected, new CharacterEventArgs(client.Account.Characters[i], client));
client.LoadPlayer(i);
break;
}
}
if (charFound == false)
{
client.Player = null;
client.ActiveCharIndex = -1;
}
else
//.........这里部分代码省略.........
示例14: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
int packetVersion;
switch (client.Version)
{
case GameClient.eClientVersion.Version168:
case GameClient.eClientVersion.Version169:
case GameClient.eClientVersion.Version170:
case GameClient.eClientVersion.Version171:
case GameClient.eClientVersion.Version172:
case GameClient.eClientVersion.Version173:
packetVersion = 168;
break;
default:
packetVersion = 174;
break;
}
packet.Skip(4); //Skip the first 4 bytes
if (packetVersion == 174)
{
packet.Skip(1);
}
string charName = packet.ReadString(28);
//TODO Character handling
if (charName.Equals("noname"))
{
client.Out.SendSessionID();
}
else
{
// SH: Also load the player if client player is NOT null but their charnames differ!!!
// only load player when on charscreen and player is not loaded yet
// packet is sent on every region change (and twice after "play" was pressed)
if (
(
(client.Player == null && client.Account.Characters != null)
|| (client.Player != null && client.Player.Name.ToLower() != charName.ToLower())
) && client.ClientState == GameClient.eClientState.CharScreen)
{
bool charFound = false;
for (int i = 0; i < client.Account.Characters.Length; i++)
{
if (client.Account.Characters[i] != null
&& client.Account.Characters[i].Name == charName)
{
charFound = true;
// Notify Character Selection Event, last hope to fix any bad data before Loading.
GameEventMgr.Notify(DatabaseEvent.CharacterSelected, new CharacterEventArgs(client.Account.Characters[i], client));
client.LoadPlayer(i);
break;
}
}
if (charFound == false)
{
client.Player = null;
client.ActiveCharIndex = -1;
}
else
{
// Log character play
AuditMgr.AddAuditEntry(client, AuditType.Character, AuditSubtype.CharacterLogin, "", charName);
}
}
client.Out.SendSessionID();
}
}
示例15: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
int packetVersion;
switch (client.Version)
{
case GameClient.eClientVersion.Version168:
case GameClient.eClientVersion.Version169:
case GameClient.eClientVersion.Version170:
case GameClient.eClientVersion.Version171:
case GameClient.eClientVersion.Version172:
case GameClient.eClientVersion.Version173:
packetVersion = 168;
break;
default:
packetVersion = 174;
break;
}
packet.Skip(4); //Skip the first 4 bytes
if (packetVersion == 174)
{
packet.Skip(1);
}
string charName = packet.ReadString(28);
//TODO Character handling
if (charName.Equals("noname"))
{
client.Out.SendSessionID();
}
else
{
// SH: Also load the player if client player is NOT null but their charnames differ!!!
// only load player when on charscreen and player is not loaded yet
// packet is sent on every region change (and twice after "play" was pressed)
if (
(
(client.Player == null && client.Account.Characters != null)
|| (client.Player != null && client.Player.Name.ToLower() != charName.ToLower())
) && client.ClientState == GameClient.eClientState.CharScreen)
{
bool charFound = false;
for (int i = 0; i < client.Account.Characters.Length; i++)
{
if (client.Account.Characters[i] != null
&& client.Account.Characters[i].Name == charName)
{
charFound = true;
client.LoadPlayer(i);
break;
}
}
if (charFound == false)
{
client.Player = null;
client.ActiveCharIndex = -1;
}
else
{
// Log character play
AuditMgr.AddAuditEntry(client, AuditType.Character, AuditSubtype.CharacterLogin, "", charName);
}
}
if (client.Player == null)
{
// client keeps sending the name of the deleted char even if new one was created, correct name only after "play" button pressed
//client.Server.Error(new Exception("ERROR, active character not found!!! name="+charName));
}
client.Out.SendSessionID();
}
}