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C# PacketReader.Finish方法代码示例

本文整理汇总了C#中PacketReader.Finish方法的典型用法代码示例。如果您正苦于以下问题:C# PacketReader.Finish方法的具体用法?C# PacketReader.Finish怎么用?C# PacketReader.Finish使用的例子?那么, 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PacketReader的用法示例。


在下文中一共展示了PacketReader.Finish方法的10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: Read

        /// <summary>
        /// The read.
        /// </summary>
        /// <param name="client">
        /// </param>
        /// <param name="packet">
        /// </param>
        public void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            this.playerId = reader.ReadUInt32();
            client.Server.Debug(
                client, "{0} >> PrivGrpKickPlayer: PlayerID: {1}", client.Character.characterName, this.playerId);
            reader.Finish();
        }
开发者ID:gordonc64,项目名称:CellAO-Archived-Obsolete,代码行数:18,代码来源:PrivateGroupKickPlayer.cs

示例2: Read

        /// <summary>
        /// The read.
        /// </summary>
        /// <param name="client">
        /// </param>
        /// <param name="packet">
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length

            uint unknown = reader.ReadUInt32(); // ?
            string username = reader.ReadString();
            string password = reader.ReadString();

            reader.Finish();
        }
开发者ID:gordonc64,项目名称:CellAO-Archived-Obsolete,代码行数:20,代码来源:AuthenticateBot.cs

示例3: Read

        /// <summary>
        /// Read private group message
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// packet data
        /// </param>
        public void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            this.playerid = reader.ReadUInt32();
            this.message = reader.ReadString();
            client.Server.Debug(
                client,
                "{0} >> PrivGrpMessage: PlayerId: {1} Message: {2}",
                client.Character.characterName,
                this.playerid,
                this.message);
            reader.Finish();
        }
开发者ID:gordonc64,项目名称:CellAO-NightPredator,代码行数:25,代码来源:PrivateGroupMessage.cs

示例4: Read

        /// <summary>
        /// Read chat command packet
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// packet data
        /// </param>
        public void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            reader.ReadUInt16(); // ?
            this.command = reader.ReadString();
            this.value = reader.ReadString();
            client.Server.Debug(
                client,
                "{0} >> ChatCommand: Command: {1} Value: {2}",
                client.Character.characterName,
                this.command,
                this.value);
            reader.Finish();
        }
开发者ID:gordonc64,项目名称:CellAO-Archived-Obsolete,代码行数:26,代码来源:ChatCommand.cs

示例5: Read

        /// <summary>
        /// Read and send back Player name lookup packet
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// Packet data
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // packet ID
            reader.ReadUInt16(); // data length
            uint playerId = uint.MaxValue;
            string playerName = reader.ReadString();
            if (playerName == string.Empty)
            {
                return;
            }

            if (playerName == ConfigReadWrite.Instance.CurrentConfig.RelayBotNick)
            {
                byte[] botlookup = NameLookupResult.Create(
                    0x80000000,
                    ConfigReadWrite.Instance.CurrentConfig.RelayBotNick);
                client.Send(botlookup);
                client.Send(BuddyOnlineStatus.Create(0x80000000, 1, new byte[] { 0x00, 0x01, 0x00 }));
                return;
            }

            client.Server.Debug(
                client,
                "{0} >> PlayerNameLookup: PlayerName: {1}",
                client.Character.characterName,
                playerName);
            reader.Finish();

            DBCharacter character = CharacterDao.GetByCharName(playerName);
            if (character != null)
            {
                playerId = (uint)character.Id;
            }

            byte[] namelookup = NameLookupResult.Create(playerId, playerName);
            client.Send(namelookup);
            client.Send(
                BuddyOnlineStatus.Create(
                    playerId,
                    (uint)OnlineDao.IsOnline((int)playerId).Online,
                    new byte[] { 0x00, 0x01, 0x00 }));
            client.KnownClients.Add(playerId);
        }
开发者ID:kittin,项目名称:CellAO-NightPredator,代码行数:54,代码来源:PlayerNameLookup.cs

示例6: Read

        /// <summary>
        /// Read buddy add packet
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// Packet data
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            uint playerId = reader.ReadUInt32();
            ushort unknown1 = reader.ReadUInt16();
            byte unknown2 = reader.ReadByte();
            client.Server.Debug(
                client,
                "{0} >> BuddyAdd: PlayerID {1} Unknown1: {2} Unknown2: {3}",
                client.Character.characterName,
                playerId,
                unknown1,
                unknown2);
            reader.Finish();
        }
开发者ID:kittin,项目名称:CellAO-NightPredator,代码行数:27,代码来源:BuddyAdd.cs

示例7: Read

        /// <summary>
        /// Channel Data packet read
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// Packet data
        /// </param>
        public void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            this.channelId = reader.ReadBytes(5);
            this.mute = reader.ReadUInt16();
            this.data = reader.ReadString();
            client.Server.Debug(
                client,
                "{0} >> ChannelDataSet: Channel {1} {2} Mute: {3} Data: {4}",
                client.Character.characterName,
                this.channelId[0],
                BitConverter.ToUInt32(this.channelId, 1),
                this.mute,
                this.data);
            reader.Finish();
        }
开发者ID:kittin,项目名称:CellAO-NightPredator,代码行数:28,代码来源:ChannelDataSet.cs

示例8: Read

        /// <summary>
        /// Read and process Tell message
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// Packet data
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16();
            reader.ReadUInt16();
            uint playerId = reader.ReadUInt32();
            string message = reader.ReadString();
            client.Server.Debug(client, "{0} >> Tell: PlayerId: {1}", client.Character.characterName, playerId);
            reader.Finish();
            if (client.ChatServer().ConnectedClients.ContainsKey(playerId))
            {
                Client tellClient = (Client)client.ChatServer().ConnectedClients[playerId];
                if (!tellClient.KnownClients.Contains(client.Character.CharacterId))
                {
                    byte[] pname = PlayerName.Create(client, client.Character.CharacterId);
                    tellClient.Send(pname);
                    tellClient.KnownClients.Add(client.Character.CharacterId);

                    // TODO: Check if status bytes are correct even for offline chars
                    client.Send(
                        BuddyOnlineStatus.Create(
                            (uint)tellClient.Character.CharacterId,
                            (uint)OnlineDao.IsOnline((int)tellClient.Character.CharacterId).Online,
                            new byte[] { 0x00, 0x01, 0x00 }));
                }

                byte[] pgroup = MsgPrivateGroup.Create(client.Character.CharacterId, message, string.Empty);
                tellClient.Send(pgroup);
            }
            else
            {
                byte[] sysmsg = MsgSystem.Create("Player not online.");
                client.Send(sysmsg);
            }
        }
开发者ID:kittin,项目名称:CellAO-NightPredator,代码行数:45,代码来源:Tell.cs

示例9: Read

        /// <summary>
        /// Read Login Character packet
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// packet data
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            uint playerId = reader.ReadUInt32();
            client.Server.Debug(
                client,
                "{0} >> LoginCharacter: PlayerID: {1}",
                client.Character.characterName,
                playerId);
            reader.Finish();

            if (client.IsBot)
            {
                CharacterDao.Instance.SetOnline((int)playerId);
            }

            DBCharacter character = CharacterDao.Instance.Get((int)playerId);

            client.Character.CharacterId = playerId;
            client.Character.characterName = character.Name;
            client.Character.characterFirstName = character.FirstName;
            client.Character.characterLastName = character.LastName;

            client.ChatServer().AddClientToChannels(client);

            if (client.IsBot)
            {
                // and give client its own name lookup
                byte[] pname = PlayerName.Create(client, client.Character.CharacterId);
                client.Send(pname);

                // send server welcome message to client
                byte[] anonv = MsgAnonymousVicinity.Create(
                    string.Empty,
                    string.Format(
                        client.ChatServer().MessageOfTheDay,
                        AssemblyInfoclass.RevisionName + " " + AssemblyInfoclass.AssemblyVersion),
                    string.Empty);
                client.Send(anonv);

                // TODO: Add Buddies List/BuddyOnlineStatus messages

                foreach (ChannelBase channel in client.Channels)
                {
                    byte[] channelJoin = ChannelJoin.Create(
                        channel.channelType,
                        channel.ChannelId,
                        channel.ChannelName,
                        channel.channelFlags,
                        new byte[] { 0x00, 0x00 });
                    client.Send(channelJoin);
                }

                if (!client.ChatServer().ConnectedClients.ContainsKey(client.Character.CharacterId))
                {
                    client.ChatServer().ConnectedClients.Add(client.Character.CharacterId, client);
                }

                // add yourself to that list
                client.KnownClients.Add(client.Character.CharacterId);
            }
        }
开发者ID:gordonc64,项目名称:CellAO-NightPredator,代码行数:74,代码来源:LoginCharacter.cs

示例10: Read

        /// <summary>
        /// Read Channel Mode packet
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// packet data
        /// </param>
        public void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            this.channelId = reader.ReadBytes(5);
            this.arg1 = reader.ReadUInt16();
            this.arg2 = reader.ReadUInt16();
            this.arg3 = reader.ReadUInt16();
            this.arg4 = reader.ReadUInt16();
            client.Server.Debug(
                client,
                "{0} >> ChannelMode: Channel: {1} {2} Arg1: {3} Arg2: {4} Arg3: {5} Arg4: {6}",
                client.Character.characterName,
                this.channelId[0],
                BitConverter.ToUInt32(this.channelId, 1),
                this.arg1,
                this.arg2,
                this.arg3,
                this.arg4);
            reader.Finish();
        }
开发者ID:gordonc64,项目名称:CellAO-Archived-Obsolete,代码行数:32,代码来源:ChannelMode.cs


注:本文中的PacketReader.Finish方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。