本文整理汇总了C#中FrameWork.PacketOut.FillString方法的典型用法代码示例。如果您正苦于以下问题:C# PacketOut.FillString方法的具体用法?C# PacketOut.FillString怎么用?C# PacketOut.FillString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FrameWork.PacketOut
的用法示例。
在下文中一共展示了PacketOut.FillString方法的6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: F_REQUEST_CHAR
static public void F_REQUEST_CHAR(BaseClient client, PacketIn packet)
{
GameClient cclient = client as GameClient;
cclient.State = (int)eClientState.CharScreen;
UInt16 Operation = packet.GetUint16();
if (Operation == 0x2D58)
{
PacketOut Out = new PacketOut((byte)Opcodes.F_REQUEST_CHAR_ERROR);
Out.WriteByte((byte)CharMgr.GetAccountRealm(cclient._Account.AccountId));
cclient.SendPacket(Out);
}
else
{
PacketOut Out = new PacketOut((byte)Opcodes.F_REQUEST_CHAR_RESPONSE);
Out.FillString(cclient._Account.Username, 21);
Out.WriteByte(0);
Out.WriteByte(0);
Out.WriteByte(0);
Out.WriteByte(4);
if (cclient._Account.GmLevel == 0 && !Program.Config.CreateBothRealms)
Out.WriteByte((byte)CharMgr.GetAccountRealm(cclient._Account.AccountId));
else
Out.WriteByte(0);
byte[] Chars = CharMgr.BuildCharacters(cclient._Account.AccountId);
Out.Write(Chars, 0, Chars.Length);
Out.WritePacketLength();
cclient.SendPacket(Out);
}
}
示例2: F_RANDOM_NAME_LIST_INFO
static public void F_RANDOM_NAME_LIST_INFO(BaseClient client, PacketIn packet)
{
GameClient cclient = client as GameClient;
RandomNameInfo Info = BaseClient.ByteToType<RandomNameInfo>(packet);
List<Random_name> Names = CharMgr.GetRandomNames();
PacketOut Out = new PacketOut((byte)Opcodes.F_RANDOM_NAME_LIST_INFO);
Out.WriteByte(0);
Out.WriteByte(Info.Unk);
Out.WriteByte(Info.Slot);
Out.WriteUInt16(0);
Out.WriteByte((byte)Names.Count);
for (int i = Names.Count - 1; i >= 0; --i)
Out.FillString(Names[i].Name, Names[i].Name.Length + 1);
cclient.SendPacket(Out);
}
示例3: F_DELETE_CHARACTER
static public void F_DELETE_CHARACTER(BaseClient client, PacketIn packet)
{
GameClient cclient = client as GameClient;
byte Slot = packet.GetUint8();
if (cclient._Account == null)
{
cclient.Disconnect();
return;
}
CharMgr.RemoveCharacter(Slot, cclient._Account.AccountId);
PacketOut Out = new PacketOut((byte)Opcodes.F_SEND_CHARACTER_RESPONSE);
Out.FillString(cclient._Account.Username, 21);
Out.Fill(0, 3);
cclient.SendPacket(Out);
}
示例4: BuildCharacters
public static byte[] BuildCharacters(int AccountId)
{
Log.Debug("BuildCharacters", "AcocuntId = " + AccountId);
Character[] Chars = GetAccountChar(AccountId)._Chars;
UInt16 Count = 0;
// On Compte le nombre de personnages existant du joueur
for (UInt16 c = 0; c < Chars.Length; ++c)
if (Chars[c] != null) ++Count;
PacketOut Out = new PacketOut(0);
Out.Position = 0;
Out.WriteByte(MAX_SLOT);
Out.WriteUInt32(0xFF);
Out.WriteByte(0x14);
Character Char = null;
for (int i = 0; i < MAX_SLOT; ++i)
{
Char = Chars[i];
if (Char == null)
Out.Fill(0, 284); // 284
else
{
List<Character_item> Items = CharMgr.GetItemChar(Char.CharacterId);
Out.FillString(Char.Name, 48);
Out.WriteByte(Char.Value.Level);
Out.WriteByte(Char.Career);
Out.WriteByte(Char.Realm);
Out.WriteByte(Char.Sex);
Out.WriteByte(Char.ModelId);
Out.WriteUInt16(Char.Value.ZoneId);
Out.Fill(0, 5);
Character_item Item = null;
for (UInt16 SlotId = 14; SlotId < 30; ++SlotId)
{
Item = Items.Find(item => item != null && item.SlotId == SlotId);
if (Item == null)
Out.WriteUInt32(0);
else
Out.WriteUInt32R(Item.ModelId);
Out.Fill(0, 4);
}
Out.Fill(0, 6);
for (int j = 0; j < 5; ++j)
{
Out.Fill(0, 6);
Out.WriteUInt16(0xFF00);
}
for (UInt16 SlotId = 10; SlotId < 13; ++SlotId)
{
Item = Items.Find(item => item != null && item.SlotId == SlotId);
Out.WriteUInt16(0);
if (Item == null)
Out.WriteUInt16(0);
else
Out.WriteUInt16R((ushort)Item.ModelId);
}
Out.Fill(0, 10);
Out.WriteUInt16(0xFF00);
Out.WriteByte(0);
Out.WriteByte(Char.Race);
Out.WriteUInt16(0);
Out.Write(Char.bTraits, 0, Char.bTraits.Length);
Out.Fill(0, 14);// 272
}
}
return Out.ToArray();
}
示例5: BuildCharactersList
public static byte[] BuildCharactersList(int AccountId)
{
Log.Debug("BuildCharactersList", "AcocuntId = " + AccountId);
Character[] Chars = GetAccountChar(AccountId)._Chars;
int count = 0;
PacketOut Out = new PacketOut(0);
Out.Position = 0;
Character Char = null;
for (int k = 0; k < MAX_SLOT; ++k)
{
Char = Chars[k];
if (Char != null)
{
List<Character_items> Items = CharMgr.GetItemChar(Char.CharacterId);
/**** char slot start ****/
Out.FillString(Char.Name, 48); // name
Out.WriteByte(Char.Value[0].Level); // Level
Out.WriteByte(Char.Career); //career
Out.WriteByte(Char.Realm); // realm
Out.WriteByte(Char.Sex); // gender
Out.WriteUInt16R(Char.ModelId); //model id
Out.WriteUInt16R(Char.Value[0].ZoneId); // zone id
Out.Fill(0, 12); // unk
Character_items Item = null;
for (UInt16 SlotId = 14; SlotId < 30; ++SlotId)
{
Item = Items.Find(item => item != null && item.SlotId == SlotId);
if (Item == null)
{
Out.WriteInt32(0);
Out.WriteInt32(0);
}
else
{
Out.WriteInt32((int)Item.ModelId);
Out.WriteUInt16R(0); // primary dye
Out.WriteUInt16R(0); // secondary dye
}
}
Out.WriteUInt32(0x00); // 0x00000000
for (int i = 0; i < 4; i++)
{
Out.WriteUInt32(0xFF000000);
Out.WriteUInt32(0x00);
}
Out.WriteUInt32(0xFF000000);
//weapons
for (UInt16 SlotId = 10; SlotId < 13; ++SlotId)
{
Item = Items.Find(item => item != null && item.SlotId == SlotId);
if (Item == null)
Out.WriteUInt32(0);
else
{
Out.WriteUInt16R((ushort)Item.ModelId);
Out.WriteUInt16(0);
}
}
Out.Fill(0, 8);
Out.WriteUInt16(0xFF00);
Out.WriteByte(0);
Out.WriteByte(Char.Race); // char slot position
Out.WriteUInt16(0x00); //unk
/* //Traits [8 bytes]
Out.WriteByte(1); //face
Out.WriteByte(4); //jewel
Out.WriteByte(4); //scar
Out.WriteByte(0); //hair
Out.WriteByte(3); //hair color
Out.WriteByte(2); //skin color
Out.WriteByte(0); //eye color
Out.WriteByte(5); //metal color
*/
Out.Write(Char.bTraits, 0, Char.bTraits.Length);
Out.Fill(0, 14); //unk
count++;
}
}
for (int i = 0; i < (MAX_SLOT - count); ++i)
Out.Write(new byte[284], 0, 284);
return Out.ToArray();
}
示例6: F_REQUEST_CHAR
public static void F_REQUEST_CHAR(BaseClient client, PacketIn packet)
{
GameClient cclient = client as GameClient;
cclient.State = (int)eClientState.CharScreen;
UInt16 Operation = packet.GetUint16();
if (Operation == 0x2D58)
{
PacketOut Out = new PacketOut((byte)Opcodes.F_REQUEST_CHAR_ERROR);
Out.WriteByte((byte)CharMgr.GetAccountRealm(cclient._Account.AccountId));
cclient.SendTCP(Out);
}
else{
PacketOut Out = new PacketOut((byte)Opcodes.F_REQUEST_CHAR_RESPONSE);
Out.FillString(cclient._Account.Username, 25); // account name
Out.WriteByte(0xFF);
Out.WriteByte(CharMgr.MAX_SLOT); // Max characters 20
Out.WriteUInt16(0); // unk
Out.WriteByte(0); // name changing tokens, 1 will enable button
Out.WriteUInt16(0); //unk
byte[] Chars = CharMgr.BuildCharactersList(cclient._Account.AccountId);
Out.Write(Chars, 0, Chars.Length);
cclient.SendTCP(Out);
}
}