本文整理汇总了C#中PlayerCharacter.Deserialize方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerCharacter.Deserialize方法的具体用法?C# PlayerCharacter.Deserialize怎么用?C# PlayerCharacter.Deserialize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类PlayerCharacter
的用法示例。
在下文中一共展示了PlayerCharacter.Deserialize方法的1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: handleLogIn
private void handleLogIn(PlayerCharacter pc, IncommingMessage msg)
{
if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
{
LogInIncommingMessage msgLogIn = (LogInIncommingMessage)msg;
// Is acceptable character name
if (!pcAuthentication.IsAcceptablePlayerName(msgLogIn.UserName))
{
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "This character name is not acceptable.";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// Does character exist
if (!pcAuthentication.Exists(msgLogIn.UserName))
{
pc.PutMessageIntoMyQueue(msgStdYouDontExist);
return;
}
try
{
// Check the password
if (!pcAuthentication.Authenticate(msgLogIn.UserName, msgLogIn.Password))
{
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "The password is wrong!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to authenticate player: " + pc.Name, ex);
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "Server could not load the character!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// Check if already logged in
if (getPlayerByName(msgLogIn.UserName) != null)
{
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "You are already logged in!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// Clear character (current state of character is undefined!)
pc.ClearEntityImplementation();
pc.Name = msgLogIn.UserName; // Temporary setting user name so that deserialization may work
// Deserialize user data
try
{
pc.Deserialize(pcDeserializer);
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to deserialize player: " + pc.Name, ex);
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "Server could not load the character!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
try
{
// Add to dictionaries / Get EntityID
addEntityImplementationToWorld(pc);
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to register player: " + pc.Name, ex);
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "Server could not register the character!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// TODO: Send initial data to client
// New Minute
NewMinuteOutgoingMessage msgNewMinute =
(NewMinuteOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.NEW_MINUTE);
msgNewMinute.MinuteOfTheDay = calendar.MinuteOfTheDay;
pc.PutMessageIntoMyQueue(msgNewMinute);
// You Are
//.........这里部分代码省略.........