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C# ProcessedPacket.ReadInt32方法代码示例

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());
        }
开发者ID:ddfczm,项目名称:Project-Dollhouse,代码行数:47,代码来源:CityServerPacketHandlers.cs

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);
        }
开发者ID:Blayer98,项目名称:Project-Dollhouse,代码行数:25,代码来源:CityServerPacketHandlers.cs

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;
            }
        }
开发者ID:ddfczm,项目名称:Project-Dollhouse,代码行数:34,代码来源:CityServerPacketHandlers.cs

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.........
开发者ID:RHY3756547,项目名称:FreeSO,代码行数:101,代码来源:LoginPacketHandlers.cs

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());
        }
开发者ID:Tranquill6,项目名称:Project-Dollhouse,代码行数:45,代码来源:UIPacketHandlers.cs

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);
                }
            }
        }
开发者ID:Tranquill6,项目名称:Project-Dollhouse,代码行数:25,代码来源:UIPacketHandlers.cs

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);
        }
开发者ID:Blayer98,项目名称:Project-Dollhouse,代码行数:89,代码来源:LoginPacketHandlers.cs

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;
        }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:27,代码来源:UIPacketHandlers.cs

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;
        }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:38,代码来源:UIPacketHandlers.cs

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());
 }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:5,代码来源:UIPacketHandlers.cs

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);
     }
 }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:19,代码来源:UIPacketHandlers.cs

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();
 }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:8,代码来源:UIPacketHandlers.cs

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);
        }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:12,代码来源:UIPacketHandlers.cs

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;
        }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:28,代码来源:UIPacketHandlers.cs

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);
                    }
                }
            }
        }
开发者ID:gamedev1337,项目名称:Project-Dollhouse,代码行数:35,代码来源:UIPacketHandlers.cs


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