本文整理汇总了C#中ProcessedPacket.ReadString方法的典型用法代码示例。如果您正苦于以下问题:C# ProcessedPacket.ReadString方法的具体用法?C# ProcessedPacket.ReadString怎么用?C# ProcessedPacket.ReadString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ProcessedPacket
的用法示例。
在下文中一共展示了ProcessedPacket.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: HandleKeyFetch
/// <summary>
/// A cityserver requested a decryptionkey for a client!
/// </summary>
public static void HandleKeyFetch(NetworkClient Client, ProcessedPacket P)
{
string AccountName = P.ReadString();
byte[] EncKey = new byte[1];
foreach (NetworkClient Cl in NetworkFacade.CServerListener.Clients)
{
if (Cl.ClientEncryptor.Username == AccountName)
{
EncKey = Cl.ClientEncryptor.GetDecryptionArgsContainer().ARC4DecryptArgs.EncryptionKey;
//TODO: Figure out what to do about CurrentlyActiveSim...
//if (Cl.CurrentlyActiveSim.CreatedThisSession)
{
//TODO: Update the DB to reflect the city that
// this sim resides in.
//Database.UpdateCityForCharacter(Cl.CurrentlyActiveSim.Name, Client.ServerInfo.Name);
}
}
}
PacketStream OutPacket = new PacketStream(0x01, 0x00);
OutPacket.WriteByte((byte)0x01);
OutPacket.WriteByte((byte)(EncKey.Length + 2));
OutPacket.WriteByte((byte)EncKey.Length);
OutPacket.Write(EncKey, 0, EncKey.Length);
Client.Send(OutPacket.ToArray());
//For now, assume client has already disconnected and doesn't need to be disconnected manually.
NetworkFacade.CServerListener.TransferringClients.Remove(Client);
}
示例2: 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3: 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4: OnCharacterCreationProgress
/// <summary>
/// Received CharacterCreation packet from LoginServer.
/// </summary>
/// <returns>The result of the character creation.</returns>
public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet)
{
CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();
if (CCStatus == CharacterCreationStatus.Success)
{
Guid CharacterGUID = Guid.NewGuid();
CharacterGUID = new Guid(Packet.ReadString());
PlayerAccount.CityToken = Packet.ReadString();
PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());
//This previously happened when clicking the accept button in CAS, causing
//all chars to be cached even if the new char wasn't successfully created.
lock(NetworkFacade.Avatars)
Cache.CacheSims(NetworkFacade.Avatars);
}
return CCStatus;
}
示例5: 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6: 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7: 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8: OnCityToken
public static void OnCityToken(NetworkClient Client, ProcessedPacket Packet)
{
PlayerAccount.CityToken = Packet.ReadString();
}
示例9: 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10: 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);
}
}
}
}
示例11: 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)
{
byte NumCharacters = (byte)Packet.ReadByte();
byte NewCharacters = (byte)Packet.ReadByte();
List<UISim> FreshSims = new List<UISim>();
for (int i = 0; i < NewCharacters; i++)
{
int CharacterID = Packet.ReadInt32();
UISim FreshSim = new UISim(Packet.ReadString(), false);
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.Avatar.Appearance = (AppearanceType)Packet.ReadByte();
FreshSim.ResidingCity = new CityInfo(false);
FreshSim.ResidingCity.Name = Packet.ReadString();
FreshSim.ResidingCity.Thumbnail = Packet.ReadUInt64();
FreshSim.ResidingCity.UUID = Packet.ReadString();
FreshSim.ResidingCity.Map = Packet.ReadUInt64();
FreshSim.ResidingCity.IP = Packet.ReadString();
FreshSim.ResidingCity.Port = Packet.ReadInt32();
FreshSims.Add(FreshSim);
}
lock (NetworkFacade.Avatars)
{
if ((NumCharacters < 3) && (NewCharacters > 0))
{
FreshSims = Cache.LoadCachedSims(FreshSims);
NetworkFacade.Avatars = FreshSims;
Cache.CacheSims(FreshSims);
}
if (NewCharacters == 0 && NumCharacters > 0)
NetworkFacade.Avatars = Cache.LoadAllSims();
else if (NewCharacters == 3 && NumCharacters == 3)
{
NetworkFacade.Avatars = FreshSims;
Cache.CacheSims(FreshSims);
}
else if (NewCharacters == 0 && NumCharacters == 0)
{
//Make sure if sims existed in the cache, they are deleted (because they didn't exist in DB).
Cache.DeleteCache();
}
else if (NumCharacters == 3 && NewCharacters == 3)
{
NetworkFacade.Avatars = FreshSims;
}
}
PacketStream CityInfoRequest = new PacketStream(0x06, 0);
CityInfoRequest.WriteByte(0x00); //Dummy
Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray());
}
示例12: HandleCharacterRetirement
/// <summary>
/// Client wanted to retire a character.
/// </summary>
public static void HandleCharacterRetirement(NetworkClient Client, ProcessedPacket P)
{
PacketStream Packet;
string AccountName = P.ReadString();
string GUID = P.ReadString();
if (AccountName == string.Empty || GUID == string.Empty)
return;
using (var db = DataAccess.Get())
{
Account Acc = db.Accounts.GetByUsername(AccountName);
IQueryable<Character> Query = db.Characters.GetForAccount(Acc.AccountID);
//FUCK, I hate LINQ.
Guid CharGUID = new Guid(GUID);
Character Char = Query.Where(x => x.GUID == CharGUID).SingleOrDefault();
if (Char != null)
db.Characters.RetireCharacter(Char);
else
return;
//This actually updates the record, not sure how.
Acc.NumCharacters--;
if (Char != null)
{
CityInfo CInfo = NetworkFacade.CServerListener.GetCityServer(Char.City);
//Just in case...
if (CInfo != null)
{
Packet = new PacketStream(0x02, 0);
Packet.WriteHeader();
ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + GUID.Length + 1);
Packet.WriteUInt16(PacketLength);
Packet.WriteInt32(Acc.AccountID);
Packet.WriteString(GUID);
CInfo.Client.Send(Packet.ToArray());
}
}
}
Packet = new PacketStream((byte)PacketType.RETIRE_CHARACTER_STATUS, 0);
Packet.WriteString(GUID);
Client.SendEncrypted((byte)PacketType.RETIRE_CHARACTER_STATUS, Packet.ToArray());
}
示例13: OnPlayerLeftSession
/// <summary>
/// A player left a session (game) in progress.
/// </summary>
public static void OnPlayerLeftSession(NetworkClient Client, ProcessedPacket Packet)
{
string GUID = Packet.ReadString();
lock (NetworkFacade.AvatarsInSession)
{
foreach (UISim Avatar in NetworkFacade.AvatarsInSession)
{
if (Avatar.GUID.ToString().Equals(GUID, StringComparison.CurrentCultureIgnoreCase))
NetworkFacade.AvatarsInSession.Remove(Avatar);
}
}
}
示例14: 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15: 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);
}
}