Beispiel #1
0
        public bool RequestLogon(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, String Groupname, bool isNewClient)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.RequestLogon;
            __msg.Write(__msgid);
            CardClient.Marshaler.Write(__msg, Groupname);
            CardClient.Marshaler.Write(__msg, isNewClient);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_RequestLogon, Common.RequestLogon));
        }
        public bool ScribblePoint(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int groupID, UnityEngine.Vector3 point)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.ScribblePoint;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, groupID);
            SngClient.Marshaler.Write(__msg, point);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_ScribblePoint, Common.ScribblePoint));
        }
        public bool TalkWhisper(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, byte toIndex, String message)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.TalkWhisper;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, toIndex);
            TakeClient.Marshaler.Write(__msg, message);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_TalkWhisper, Common.TalkWhisper));
        }
        public bool SendEmoticon(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, byte who, byte emoIndex)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.SendEmoticon;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, who);
            TakeClient.Marshaler.Write(__msg, emoIndex);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_SendEmoticon, Common.SendEmoticon));
        }
Beispiel #5
0
        public bool ReplyLogon(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int result, String comment)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.ReplyLogon;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, result);
            SngClient.Marshaler.Write(__msg, comment);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_ReplyLogon, Common.ReplyLogon));
        }
Beispiel #6
0
        public bool NotifyAddTree(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int treeID, UnityEngine.Vector3 position)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.NotifyAddTree;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, treeID);
            SngClient.Marshaler.Write(__msg, position);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_NotifyAddTree, Common.NotifyAddTree));
        }
Beispiel #7
0
        public bool RandomInfo(Nettention.Proud.HostID[] remotes, Nettention.Proud.RmiContext rmiContext, bool ran1, bool ran2, bool ran3, bool ran4, bool ran5)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.RandomInfo;
            __msg.Write(__msgid);
            CardClient.Marshaler.Write(__msg, ran1);
            CardClient.Marshaler.Write(__msg, ran2);
            CardClient.Marshaler.Write(__msg, ran3);
            CardClient.Marshaler.Write(__msg, ran4);
            CardClient.Marshaler.Write(__msg, ran5);

            return(RmiSend(remotes, rmiContext, __msg,
                           RmiName_RandomInfo, Common.RandomInfo));
        }
Beispiel #8
0
        public static void Write(Nettention.Proud.Message msg, ScoreMiniBoard data)
        {
            if (data == null)
            {
                msg.Write(100);
                return;
            }

            msg.Write(data.OwnerIndex);
            msg.Write(data.C_Card);
            msg.Write(data.G_Card);
            msg.Write(data.P_Card);
            msg.Write(data.Life);
            msg.Write(data.PlayMoney);
        }
Beispiel #9
0
        void ProcessReceivedMessage_RequestEnterGame(Nettention.Proud.Message __msg, Nettention.Proud.ReceivedMessage pa, Object hostTag, Nettention.Proud.HostID remote)
        {
            Nettention.Proud.RmiContext ctx = new Nettention.Proud.RmiContext();
            ctx.sentFrom     = pa.RemoteHostID;
            ctx.relayed      = pa.IsRelayed;
            ctx.hostTag      = hostTag;
            ctx.encryptMode  = pa.EncryptMode;
            ctx.compressMode = pa.CompressMode;

            core.PostCheckReadMessage(__msg, RmiName_RequestEnterGame);
            if (enableNotifyCallFromStub == true)
            {
                string parameterString = "";
                NotifyCallFromStub(Common.RequestEnterGame, RmiName_RequestEnterGame, parameterString);
            }

            if (enableStubProfiling)
            {
                Nettention.Proud.BeforeRmiSummary summary = new Nettention.Proud.BeforeRmiSummary();
                summary.rmiID   = Common.RequestEnterGame;
                summary.rmiName = RmiName_RequestEnterGame;
                summary.hostID  = remote;
                summary.hostTag = hostTag;
                BeforeRmiInvocation(summary);
            }

            long t0 = Nettention.Proud.PreciseCurrentTime.GetTimeMs();

            // Call this method.
            bool __ret = RequestEnterGame(remote, ctx);

            if (__ret == false)
            {
                // Error: RMI function that a user did not create has been called.
                core.ShowNotImplementedRmiWarning(RmiName_RequestEnterGame);
            }

            if (enableStubProfiling)
            {
                Nettention.Proud.AfterRmiSummary summary = new Nettention.Proud.AfterRmiSummary();
                summary.rmiID       = Common.RequestEnterGame;
                summary.rmiName     = RmiName_RequestEnterGame;
                summary.hostID      = remote;
                summary.hostTag     = hostTag;
                summary.elapsedTime = Nettention.Proud.PreciseCurrentTime.GetTimeMs() - t0;
                AfterRmiInvocation(summary);
            }
        }
Beispiel #10
0
        public bool Player_2Point(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, UnityEngine.Vector3 point, float rotation, int run)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.Player_2Point;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, point);
            SngClient.Marshaler.Write(__msg, rotation);
            SngClient.Marshaler.Write(__msg, run);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_Player_2Point, Common.Player_2Point));
        }
Beispiel #11
0
        public static void Read(Nettention.Proud.Message msg, out CardInfo_send b)
        {
            b = new CardInfo_send();
            msg.Read(out b.number);
            msg.Read(out b.cooltime);
            msg.Read(out b.leftcooltime);
            //msg.Read(out b.cardLocation);
            msg.Read(out b.FieldLocation);
            msg.Read(out b.health);
            msg.Read(out b.isReturn);
            msg.Read(out b.isEnemyCard);

            //msg.Read(out b.attackType);
            //msg.Read(out b.maxHp);
            //msg.Read(out b.presentHp);
        }
        public bool ReplyEnterGame(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int groupID, bool result, int masterID)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.ReplyEnterGame;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, groupID);
            SngClient.Marshaler.Write(__msg, result);
            SngClient.Marshaler.Write(__msg, masterID);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_ReplyEnterGame, Common.ReplyEnterGame));
        }
        public bool FlagDropped(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, Nettention.Proud.HostID player_id, float pos_x, float pos_y)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.FlagDropped;
            __msg.Write(__msgid);
            nan2.ProudMarshaler.Write(__msg, player_id);
            nan2.ProudMarshaler.Write(__msg, pos_x);
            nan2.ProudMarshaler.Write(__msg, pos_y);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_FlagDropped, Common.FlagDropped));
        }
        public bool NotifyPlayerJoin(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int groupID, String nick, int idx)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.NotifyPlayerJoin;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, groupID);
            SngClient.Marshaler.Write(__msg, nick);
            SngClient.Marshaler.Write(__msg, idx);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_NotifyPlayerJoin, Common.NotifyPlayerJoin));
        }
Beispiel #15
0
        public bool CatchRevengeBall(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, Nettention.Proud.HostID catcherID, UnityEngine.Vector3 power, long balluID)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.CatchRevengeBall;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, catcherID);
            TakeClient.Marshaler.Write(__msg, power);
            TakeClient.Marshaler.Write(__msg, balluID);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_CatchRevengeBall, Common.CatchRevengeBall));
        }
Beispiel #16
0
        public bool AgainBall(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, Nettention.Proud.HostID shooter, Nettention.Proud.HostID target, long balluID)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.AgainBall;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, shooter);
            TakeClient.Marshaler.Write(__msg, target);
            TakeClient.Marshaler.Write(__msg, balluID);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_AgainBall, Common.AgainBall));
        }
Beispiel #17
0
        public bool RecycleBall(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, Nettention.Proud.HostID owner, long ballIndex, byte remainCount)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.RecycleBall;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, owner);
            TakeClient.Marshaler.Write(__msg, ballIndex);
            TakeClient.Marshaler.Write(__msg, remainCount);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_RecycleBall, Common.RecycleBall));
        }
Beispiel #18
0
        public bool LaunchBall(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, long balluID, UnityEngine.Vector3 position, UnityEngine.Vector3 direct)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.LaunchBall;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, balluID);
            TakeClient.Marshaler.Write(__msg, position);
            TakeClient.Marshaler.Write(__msg, direct);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_LaunchBall, Common.LaunchBall));
        }
Beispiel #19
0
        public bool MoveSportManPosition(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, UnityEngine.Vector3 position, UnityEngine.Vector3 velocity, UnityEngine.Vector3 rotation)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.MoveSportManPosition;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, position);
            TakeClient.Marshaler.Write(__msg, velocity);
            TakeClient.Marshaler.Write(__msg, rotation);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_MoveSportManPosition, Common.MoveSportManPosition));
        }
Beispiel #20
0
        public bool ClickTargetPosition(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int moverLocalIndex, int localIndex, UnityEngine.Vector3 position)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.ClickTargetPosition;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, moverLocalIndex);
            TakeClient.Marshaler.Write(__msg, localIndex);
            TakeClient.Marshaler.Write(__msg, position);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_ClickTargetPosition, Common.ClickTargetPosition));
        }
Beispiel #21
0
        public bool AckPlayersPosition(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, bool ackuser, UnityEngine.Vector3 clientData, int localIndex)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.AckPlayersPosition;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, ackuser);
            TakeClient.Marshaler.Write(__msg, clientData);
            TakeClient.Marshaler.Write(__msg, localIndex);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_AckPlayersPosition, Common.AckPlayersPosition));
        }
Beispiel #22
0
        public bool ShootBall(Nettention.Proud.HostID[] remotes, Nettention.Proud.RmiContext rmiContext, long ballIndex, int max, float power, UnityEngine.Vector3 position, UnityEngine.Vector3 direct, UnityEngine.Vector3 rotation, Nettention.Proud.HostID target)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.ShootBall;
            __msg.Write(__msgid);
            TakeClient.Marshaler.Write(__msg, ballIndex);
            TakeClient.Marshaler.Write(__msg, max);
            TakeClient.Marshaler.Write(__msg, power);
            TakeClient.Marshaler.Write(__msg, position);
            TakeClient.Marshaler.Write(__msg, direct);
            TakeClient.Marshaler.Write(__msg, rotation);
            TakeClient.Marshaler.Write(__msg, target);

            return(RmiSend(remotes, rmiContext, __msg,
                           RmiName_ShootBall, Common.ShootBall));
        }
Beispiel #23
0
        public override bool ProcessReceivedMessage(Nettention.Proud.ReceivedMessage pa, Object hostTag)
        {
            Nettention.Proud.HostID remote = pa.RemoteHostID;
            if (remote == Nettention.Proud.HostID.HostID_None)
            {
                ShowUnknownHostIDWarning(remote);
            }

            Nettention.Proud.Message __msg = pa.ReadOnlyMessage;
            int orgReadOffset = __msg.ReadOffset;

            Nettention.Proud.RmiID __rmiID = Nettention.Proud.RmiID.RmiID_None;
            if (!__msg.Read(out __rmiID))
            {
                goto __fail;
            }

            switch (__rmiID)
            {
            case Common.RequestLogon:
                ProcessReceivedMessage_RequestLogon(__msg, pa, hostTag, remote);
                break;

            case Common.RequestEnterGame:
                ProcessReceivedMessage_RequestEnterGame(__msg, pa, hostTag, remote);
                break;

            case Common.RequestAddTree:
                ProcessReceivedMessage_RequestAddTree(__msg, pa, hostTag, remote);
                break;

            case Common.RequestRemoveTree:
                ProcessReceivedMessage_RequestRemoveTree(__msg, pa, hostTag, remote);
                break;

            default:
                goto __fail;
            }
            return(true);

__fail:
            {
                __msg.ReadOffset = orgReadOffset;
                return(false);
            }
        }
Beispiel #24
0
        public static void Write(Nettention.Proud.Message msg, SportGameResult data)
        {
            msg.Write((byte)data.WinType);

            byte loopCount = (byte)data.Winner.Length;

            msg.Write(loopCount);

            while (loopCount > 0)
            {
                msg.Write(data.Winner[loopCount - 1]);
                loopCount--;
            }

            msg.Write(data.Score);
            msg.Write(data.RewardMoney);
        }
        public bool NotifyPlayerLeave(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int groupID, int idx, bool changeMaster, int newMasterID)
        {
            Nettention.Proud.Message __msg = new Nettention.Proud.Message();
            __msg.SimplePacketMode = core.IsSimplePacketMode();
            Nettention.Proud.RmiID __msgid = Common.NotifyPlayerLeave;
            __msg.Write(__msgid);
            SngClient.Marshaler.Write(__msg, groupID);
            SngClient.Marshaler.Write(__msg, idx);
            SngClient.Marshaler.Write(__msg, changeMaster);
            SngClient.Marshaler.Write(__msg, newMasterID);

            Nettention.Proud.HostID[] __list = new Nettention.Proud.HostID[1];
            __list[0] = remote;

            return(RmiSend(__list, rmiContext, __msg,
                           RmiName_NotifyPlayerLeave, Common.NotifyPlayerLeave));
        }
Beispiel #26
0
 public static void Write(Nettention.Proud.Message msg, GameScoreBoard data)
 {
     msg.Write(data.ShipUID);
     msg.Write(data.PlayerUID);
     msg.Write(data.NickName);
     msg.Write(data.Life);
     msg.Write(data.PlayMoney);
     msg.Write(data.CardBag.C_Card);
     msg.Write(data.CardBag.G_Card);
     msg.Write(data.CardBag.P_Card);
     msg.Write(data.Win);
     msg.Write(data.Lose);
     msg.Write(data.Draw);
     msg.Write(data.Reason);
     msg.Write(data.Reward);
     msg.Write(data.Ranking);
 }
Beispiel #27
0
        public static void Read(Nettention.Proud.Message msg, out ScoreMiniBoard data)
        {
            data = new ScoreMiniBoard();

            msg.Read(out data.OwnerIndex);

            if (data.OwnerIndex > 99)
            {
                data = null;
                return;
            }

            msg.Read(out data.C_Card);
            msg.Read(out data.G_Card);
            msg.Read(out data.P_Card);
            msg.Read(out data.Life);
            msg.Read(out data.PlayMoney);
        }
Beispiel #28
0
        public static void Write(Nettention.Proud.Message msg, Vector3Array posArray)
        {
            if (posArray == null)
            {
                return;
            }

            msg.Write(posArray.Count);

            for (int i = 0; i < posArray.Count; i++)
            {
                UnityEngine.Vector3 data = posArray.data[i];

                msg.Write(data.x);
                msg.Write(data.y);
                msg.Write(data.z);
            }
        }
Beispiel #29
0
        public static void Write(Nettention.Proud.Message msg, Ship data)
        {
            if (data == null)
            {
                msg.Write(false);
                return;
            }
            else
            {
                msg.Write(true);
            }

            msg.Write(data.P2PGroupID);
            msg.Write(data.ShipIndex);
            msg.Write((byte)data.State);
            msg.Write(data.StartTimeMs);
            msg.Write(data.TimeInex);
        }
Beispiel #30
0
        public static void Read(Nettention.Proud.Message msg, out List <byte> data)
        {
            data = new List <byte>();

            int count;

            msg.Read(out count);

            int  index = 0;
            byte temp;

            while (index < count)
            {
                msg.Read(out temp);
                data.Add(temp);
                index++;
            }
        }