本文整理汇总了C#中ProcessedPacket.ReadInt32方法的典型用法代码示例。如果您正苦于以下问题:C# ProcessedPacket.ReadInt32方法的具体用法?C# ProcessedPacket.ReadInt32怎么用?C# ProcessedPacket.ReadInt32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ProcessedPacket
的用法示例。
在下文中一共展示了ProcessedPacket.ReadInt32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: HandleCityServerLogin
/// <summary>
/// A cityserver logged in!
/// </summary>
public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
{
Logger.LogInfo("CityServer logged in!\r\n");
string Name = P.ReadString();
string Description = P.ReadString();
string IP = P.ReadString();
int Port = P.ReadInt32();
CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
ulong Thumbnail = P.ReadUInt64();
string UUID = P.ReadString();
ulong Map = P.ReadUInt64();
CityInfo Info = new CityInfo(true);
Info.Name = Name;
Info.Description = Description;
Info.IP = IP;
Info.Port = Port;
Info.Status = Status;
Info.Thumbnail = Thumbnail;
Info.UUID = UUID;
Info.Map = Map;
Info.Client = Client;
Info.Online = true;
NetworkFacade.CServerListener.CityServers.Add(Info);
NetworkFacade.CServerListener.PotentialLogins.TryTake(out Client);
NetworkClient[] Clients = new NetworkClient[NetworkFacade.ClientListener.Clients.Count];
NetworkFacade.ClientListener.Clients.CopyTo(Clients, 0);
PacketStream ClientPacket = new PacketStream((byte)PacketType.NEW_CITY_SERVER, 0);
ClientPacket.WriteString(Name);
ClientPacket.WriteString(Description);
ClientPacket.WriteString(IP);
ClientPacket.WriteInt32(Port);
ClientPacket.WriteByte((byte)Status);
ClientPacket.WriteUInt64(Thumbnail);
ClientPacket.WriteString(UUID);
ClientPacket.WriteUInt64(Map);
foreach(NetworkClient Receiver in Clients)
Receiver.SendEncrypted((byte)PacketType.NEW_CITY_SERVER, ClientPacket.ToArray());
}
示例2: HandleCityServerLogin
/// <summary>
/// A cityserver logged in!
/// </summary>
public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
{
CityServerClient CityClient = (CityServerClient)Client;
Logger.LogInfo("CityServer logged in!\r\n");
string Name = P.ReadString();
string Description = P.ReadString();
string IP = P.ReadString();
int Port = P.ReadInt32();
CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
ulong Thumbnail = P.ReadUInt64();
string UUID = P.ReadString();
ulong Map = P.ReadUInt64();
CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port);
Info.Status = Status;
CityClient.ServerInfo = Info;
//Client instance changed, so update it...
NetworkFacade.CServerListener.UpdateClient(CityClient);
}
示例3: HandlePlayerOnlineResponse
public static void HandlePlayerOnlineResponse(NetworkClient Client, ProcessedPacket P)
{
byte Result = (byte)P.ReadByte();
string Token = P.ReadString();
//NOTE: Might have to find another way to identify a client, since two people
// can be on the same account from the same IP.
string RemoteIP = P.ReadString();
int RemotePort = P.ReadInt32();
PacketStream Packet;
NetworkClient FoundClient;
switch(Result)
{
case 0x01:
Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0);
Packet.WriteString(Token);
FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort);
if(FoundClient != null)
FoundClient.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray());
break;
case 0x02: //Write player was already online packet!
Packet = new PacketStream((byte)PacketType.PLAYER_ALREADY_ONLINE, 0);
Packet.WriteByte(0x00); //Dummy
FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort);
if (FoundClient != null)
FoundClient.SendEncrypted((byte)PacketType.PLAYER_ALREADY_ONLINE, Packet.ToArray());
break;
}
}
示例4: HandleCharacterCreate
/// <summary>
/// Client created a character!
/// </summary>
public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
{
Logger.LogInfo("Received CharacterCreate!");
string AccountName = SanitizeAccount(P.ReadString());
//Need to be variable length, because the success packet contains a token.
PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0);
using (var db = DataAccess.Get())
{
Account Acc = db.Accounts.GetByUsername(AccountName);
if (Acc.NumCharacters >= 3)
{
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
return;
}
//TODO: Send GUID to client...
var Char = new Character();
string LastCached = P.ReadString();
if (LastCached == string.Empty)
{
//TODO: Proper error...
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
return;
}
Char.LastCached = ProtoHelpers.ParseDateTime(LastCached);
Char.Name = P.ReadString();
Char.Sex = P.ReadString();
Char.Description = P.ReadString();
Char.GUID = Guid.NewGuid();
Char.HeadOutfitID = (long)P.ReadUInt64();
Char.BodyOutfitID = (long)P.ReadUInt64();
Char.AccountID = Acc.AccountID;
Char.AppearanceType = P.ReadByte();
Char.CityName = P.ReadString();
Char.CityThumb = (long)P.ReadUInt64();
Char.City = P.ReadString();
Char.CityMap = (long)P.ReadUInt64();
Char.CityIp = P.ReadString();
Char.CityPort = P.ReadInt32();
Char.Money = NetworkFacade.INITIAL_MONEY;
//These are going into DB, so be nazi. Sieg heil!
if (Char.Name == string.Empty || Char.Sex == string.Empty ||
Char.Description == string.Empty)
{
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
return;
}
var status = db.Characters.CreateCharacter(Char);
switch (status)
{
case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted:
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
break;
case LoginDataModel.Entities.CharacterCreationStatus.NameTooLong:
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameTooLong);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
break;
case LoginDataModel.Entities.CharacterCreationStatus.Success:
Guid Token = Guid.NewGuid();
//This actually updates the record, not sure how.
Acc.NumCharacters++;
//THIS NEEDS TO HAPPEN FIRST FOR CITY SERVER AUTHENTICATION TO WORK!
CityInfo CServer = NetworkFacade.CServerListener.GetCityServer(Char.City);
//Just in case...
if (CServer != null)
{
PacketStream CServerPacket = new PacketStream(0x01, 0);
CServerPacket.WriteHeader();
ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 1 + 4 + (Client.RemoteIP.Length + 1)
+ 4 + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1));
CServerPacket.WriteUInt16(PacketLength);
CServerPacket.WriteByte(1); //CharacterCreate = true
CServerPacket.WriteInt32(Acc.AccountID);
CServerPacket.WriteString(Client.RemoteIP);
CServerPacket.WriteInt32(Client.RemotePort);
CServerPacket.WriteString(Char.GUID.ToString());
CServerPacket.WriteString(Token.ToString(""));
CServer.Client.Send(CServerPacket.ToArray());
}
//.........这里部分代码省略.........
示例5: OnCharacterInfoResponse
/// <summary>
/// LoginServer sent information about the player's characters.
/// </summary>
/// <param name="Packet">The packet that was received.</param>
public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client)
{
//If the decrypted length == 1, it means that there were 0
//characters that needed to be updated, or that the user
//hasn't created any characters on his/her account yet.
//Since the Packet.Length property is equal to the length
//of the encrypted data, it cannot be used to get the length
//of the decrypted data.
if (Packet.DecryptedLength > 1)
{
byte NumCharacters = (byte)Packet.ReadByte();
List<Sim> FreshSims = new List<Sim>();
for (int i = 0; i < NumCharacters; i++)
{
int CharacterID = Packet.ReadInt32();
Sim FreshSim = new Sim(Packet.ReadString());
FreshSim.CharacterID = CharacterID;
FreshSim.Timestamp = Packet.ReadString();
FreshSim.Name = Packet.ReadString();
FreshSim.Sex = Packet.ReadString();
FreshSim.Description = Packet.ReadString();
FreshSim.HeadOutfitID = Packet.ReadUInt64();
FreshSim.BodyOutfitID = Packet.ReadUInt64();
FreshSim.AppearanceType = (SimsLib.ThreeD.AppearanceType)Packet.ReadByte();
FreshSim.ResidingCity = new CityInfo(Packet.ReadString(), "", Packet.ReadUInt64(), Packet.ReadString(),
Packet.ReadUInt64(), Packet.ReadString(), Packet.ReadInt32());
FreshSims.Add(FreshSim);
}
NetworkFacade.Avatars = FreshSims;
Cache.CacheSims(FreshSims);
}
PacketStream CityInfoRequest = new PacketStream(0x06, 0);
CityInfoRequest.WriteByte(0x00); //Dummy
Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray());
}
示例6: OnCityInfoResponse
public static void OnCityInfoResponse(ProcessedPacket Packet)
{
byte NumCities = (byte)Packet.ReadByte();
if (Packet.DecryptedLength > 1)
{
for (int i = 0; i < NumCities; i++)
{
string Name = Packet.ReadString();
string Description = Packet.ReadString();
string IP = Packet.ReadString();
int Port = Packet.ReadInt32();
byte StatusByte = (byte)Packet.ReadByte();
CityInfoStatus Status = (CityInfoStatus)StatusByte;
ulong Thumbnail = Packet.ReadUInt64();
string UUID = Packet.ReadString();
ulong Map = Packet.ReadUInt64();
CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port);
Info.Online = true;
Info.Status = Status;
NetworkFacade.Cities.Add(Info);
}
}
}
示例7: HandleCharacterCreate
public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
{
Logger.LogInfo("Received CharacterCreate!");
string AccountName = SanitizeAccount(P.ReadPascalString());
using (var db = DataAccess.Get())
{
Account Acc = db.Accounts.GetByUsername(AccountName);
//TODO: Send GUID to client...
SimBase Char = new SimBase(Guid.NewGuid());
Char.Timestamp = P.ReadPascalString();
Char.Name = P.ReadPascalString();
Char.Sex = P.ReadPascalString();
Char.Description = P.ReadPascalString();
Char.HeadOutfitID = P.ReadUInt64();
Char.BodyOutfitID = P.ReadUInt64();
Char.Appearance = (AppearanceType)P.ReadByte();
Char.ResidingCity = new CityInfo(P.ReadPascalString(), "", P.ReadUInt64(), P.ReadPascalString(),
P.ReadUInt64(), P.ReadPascalString(), P.ReadInt32());
Char.CreatedThisSession = true;
var characterModel = new Character();
characterModel.Name = Char.Name;
characterModel.Sex = Char.Sex;
characterModel.Description = Char.Description;
characterModel.LastCached = Char.Timestamp;
characterModel.GUID = Char.GUID;
characterModel.HeadOutfitID = (long)Char.HeadOutfitID;
characterModel.BodyOutfitID = (long)Char.BodyOutfitID;
characterModel.AccountID = Acc.AccountID;
characterModel.AppearanceType = (int)Char.Appearance;
characterModel.City = Char.ResidingCity.UUID;
characterModel.CityName = Char.ResidingCity.Name;
characterModel.CityThumb = (long)Char.ResidingCity.Thumbnail;
characterModel.CityMap = (long)Char.ResidingCity.Map;
characterModel.CityIp = Char.ResidingCity.IP;
characterModel.CityPort = Char.ResidingCity.Port;
var status = db.Characters.CreateCharacter(characterModel);
//Need to be variable length, because the success packet contains a token.
PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0);
switch (status)
{
case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted:
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
break;
case LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit:
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit);
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
break;
case LoginDataModel.Entities.CharacterCreationStatus.Success:
CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success);
CCStatusPacket.WritePascalString(Char.GUID.ToString());
Guid Token = Guid.NewGuid();
CCStatusPacket.WritePascalString(Token.ToString());
Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers)
{
if (CServer.ServerInfo.UUID == Char.ResidingCity.UUID)
{
PacketStream CServerPacket = new PacketStream(0x01, 0);
CServerPacket.WriteHeader();
ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1)
+ (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1));
CServerPacket.WriteUInt16(PacketLength);
CServerPacket.WriteInt32(Acc.AccountID);
CServerPacket.WritePascalString(Client.RemoteIP);
CServerPacket.WritePascalString(Char.GUID.ToString());
CServerPacket.WritePascalString(Token.ToString());
CServer.Send(CServerPacket.ToArray());
break;
}
}
break;
}
}
//Client was modified, so update it.
NetworkFacade.ClientListener.UpdateClient(Client);
}
示例8: OnCharacterCreationStatus
/// <summary>
/// Received CharacterCreation packet from CityServer.
/// </summary>
/// <returns>The result of the character creation.</returns>
public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
{
LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info);
CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();
ushort NumHouses = Packet.ReadUInt16();
LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];
if (NumHouses > 0)
{
for (int i = 0; i < NumHouses; i++)
{
TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
(short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
}
}
lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;
return CCStatus;
}
示例9: OnPlayerJoinedSession
/// <summary>
/// A player joined a session (game) in progress.
/// </summary>
public static LotTileEntry OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
{
LotTileEntry TileEntry = new LotTileEntry(0, "", 0, 0, 0, 0);
UISim Avatar = new UISim(Packet.ReadString());
Avatar.Name = Packet.ReadString();
Avatar.Sex = Packet.ReadString();
Avatar.Description = Packet.ReadString();
Avatar.HeadOutfitID = Packet.ReadUInt64();
Avatar.BodyOutfitID = Packet.ReadUInt64();
Avatar.Avatar.Appearance = (AppearanceType)Packet.ReadInt32();
byte HasHouse = (byte)Packet.ReadByte();
if (HasHouse != 0)
{
TileEntry = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
(short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
Avatar.LotID = TileEntry.lotid;
Avatar.HouseX = TileEntry.x;
Avatar.HouseY = TileEntry.y;
LotTileEntry[] TileEntries = new LotTileEntry[TSOClient.Code.GameFacade.CDataRetriever.LotTileData.Length + 1];
TileEntries[0] = TileEntry;
TSOClient.Code.GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1);
}
lock (NetworkFacade.AvatarsInSession)
{
NetworkFacade.AvatarsInSession.Add(Avatar);
}
return TileEntry;
}
示例10: OnNewTimeOfDay
public static DateTime OnNewTimeOfDay(NetworkClient Client, ProcessedPacket Packet)
{
return new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day,
Packet.ReadInt32(), Packet.ReadInt32(), Packet.ReadInt32());
}
示例11: OnNewCityServer
/// <summary>
/// New city server came online!
/// </summary>
public static void OnNewCityServer(NetworkClient Client, ProcessedPacket Packet)
{
lock (NetworkFacade.Cities)
{
CityInfo Info = new CityInfo(false);
Info.Name = Packet.ReadString();
Info.Description = Packet.ReadString();
Info.IP = Packet.ReadString();
Info.Port = Packet.ReadInt32();
Info.Status = (CityInfoStatus)Packet.ReadByte();
Info.Thumbnail = Packet.ReadUInt64();
Info.UUID = Packet.ReadString();
Info.Map = Packet.ReadUInt64();
NetworkFacade.Cities.Add(Info);
}
}
示例12: OnLotPurchaseSuccessful
/// <summary>
/// Lot purchase was successful.
/// </summary>
/// <returns>New amount of money for character sent by server.</returns>
public static int OnLotPurchaseSuccessful(NetworkClient Client, ProcessedPacket Packet)
{
return Packet.ReadInt32();
}
示例13: OnLotCostResponse
public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet)
{
ushort X = Packet.ReadUInt16();
ushort Y = Packet.ReadUInt16();
int LotID = Packet.ReadInt32();
string LotName = Packet.ReadString();
//bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use
byte Flags = (byte)Packet.ReadByte();
int Cost = Packet.ReadInt32();
return new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost);
}
示例14: OnCityTokenResponse
/// <summary>
/// Received from the CityServer in response to a CITY_TOKEN packet.
/// </summary>
public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
{
LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info);
CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();
ushort NumHouses = Packet.ReadUInt16();
LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];
if (NumHouses > 0)
{
for(int i = 0; i < NumHouses; i++)
{
TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
(short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
}
}
PlayerAccount.Money = Packet.ReadInt32();
lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;
return Status;
}
示例15: OnCityInfoResponse
public static void OnCityInfoResponse(ProcessedPacket Packet)
{
byte NumCities = (byte)Packet.ReadByte();
if (Packet.DecryptedLength > 1)
{
lock (NetworkFacade.Cities)
{
for (int i = 0; i < NumCities; i++)
{
string Name = Packet.ReadString();
string Description = Packet.ReadString();
string IP = Packet.ReadString();
int Port = Packet.ReadInt32();
byte StatusByte = (byte)Packet.ReadByte();
CityInfoStatus Status = (CityInfoStatus)StatusByte;
ulong Thumbnail = Packet.ReadUInt64();
string UUID = Packet.ReadString();
ulong Map = Packet.ReadUInt64();
CityInfo Info = new CityInfo(false);
Info.Name = Name;
Info.Description = Description;
Info.Thumbnail = Thumbnail;
Info.UUID = UUID;
Info.Map = Map;
Info.IP = IP;
Info.Port = Port;
Info.Online = true;
Info.Status = Status;
NetworkFacade.Cities.Add(Info);
}
}
}
}