Beispiel #1
0
        public static void ServerHandlerReceive(InPacket ip, Client gc)
        {
            var Header = ip.ReadShort(); // Read header

            ip.ReadInt();                // Original length + CRC
            ip.ReadInt();
#if DEBUG
            Log.Hex("Received {0}({1}) packet from {2}: ", ip.Array, ((ClientOpcode)Header).ToString(), Header,
                    gc.Title);
#endif
            switch ((ClientOpcode)Header)
            {
            // Game
            case ClientOpcode.COMMAND_REQ:
                GameHandler.Command_Req(ip, gc);
                break;

            case ClientOpcode.GAMELOG_REQ:
                GameHandler.Game_Log_Req(ip, gc);
                break;

            case ClientOpcode.QUICK_SLOT_REQ:
                GameHandler.Quick_Slot_Req(ip, gc);
                break;

            //2019-09-01 16:48 GMT+7
            case ClientOpcode.CHARACTER_INFO_REQ:                     // OPCODE = 76  // Try Change test = E4
                GameHandler.Character_Info_Req(ip, gc);
                break;

            case ClientOpcode.GAME_ISACTIVE:
                GameHandler.GameisActive_Ack(ip, gc);
                break;

            // Shop
            case ClientOpcode.NPC_SHOP_BUY_REQ:
                NpcShopHandler.Buy_Req(ip, gc);
                break;

            case ClientOpcode.NPC_SHOP_SELL_REQ:
                NpcShopHandler.Sell_Req(ip, gc);
                break;

            // Status
            case ClientOpcode.CHAR_DAMAGE_REQ:
                StatusHandler.Char_Damage_Req(ip, gc);
                break;

            case ClientOpcode.CHAR_DEAD_REQ:
                StatusHandler.Char_Dead_Req(ip, gc);
                break;

            case ClientOpcode.CHAR_STATUP_REQ:
                StatusHandler.Char_Statup_Req(ip, gc);
                break;

            case ClientOpcode.CHAR_FURY:
                StatusHandler.Char_Fury_Req(ip, gc);
                break;

            // Inventory
            case ClientOpcode.MOVE_ITEM_REQ:
                InventoryHandler.MoveItem_Req(ip, gc);
                break;

            case ClientOpcode.INVEN_SELECTSLOT_REQ:
                InventoryHandler.SelectSlot_Req(ip, gc);
                break;

            case ClientOpcode.USE_SPEND_REQ:
                InventoryHandler.UseSpend_Req(ip, gc);
                break;

            case ClientOpcode.INVEN_USESPEND_REQ:
                InventoryHandler.InvenUseSpendStart_Req(ip, gc);
                break;

            case ClientOpcode.INVEN_USESPEND_SHOUT_REQ:
            case ClientOpcode.INVEN_USESPEND_SHOUT_ALL_REQ:
                InventoryHandler.InvenUseSpendShout_Req(ip, gc);
                break;

            case ClientOpcode.PICKUP_ITEM:
                InventoryHandler.PickupItem(ip, gc);
                break;

            // Skill
            case ClientOpcode.SKILL_LEVELUP_REQ:
                SkillHandler.SkillLevelUp_Req(ip, gc);
                break;

            //case ClientOpcode.USE_SKILL_REQ:
            //    SkillHandler.UseSkill_Req(ip, gc);
            //    break;
            // Quest
            case ClientOpcode.QUEST_ALL_REQ:
                QuestHandler.Quest_All_Req(ip, gc);
                break;

            case ClientOpcode.QUEST_GIVEUP_REQ:
                QuestHandler.Quest_GiveUp_Req(ip, gc);
                break;

            case ClientOpcode.QUEST_DONE_REQ:
                QuestHandler.Quest_Done_Req(ip, gc);
                break;

            case ClientOpcode.QUEST_RETURN_REQ:
                QuestHandler.Quest_Return_Req(ip, gc);
                break;

            case ClientOpcode.QUEST_DONE2_REQ:
                QuestHandler.Quest_Done2_Req(ip, gc);
                break;

            case ClientOpcode.QUEST_UPDATE_REQ:
                QuestHandler.Quest_Update_Req(ip, gc);
                break;

            // Map
            case ClientOpcode.ENTER_WARP_ACK_REQ:
                MapHandler.WarpToMap_Req(ip, gc);
                break;

            case ClientOpcode.CAN_WARP_ACK_REQ:
                MapHandler.WarpToMapAuth_Req(ip, gc);
                break;

            // Monster
            case ClientOpcode.ATTACK_MONSTER_REQ:
                MonsterHandler.AttackMonster_Req(ip, gc);
                break;

            // Storage
            case ClientOpcode.MOVE_ITEM_STORAGE_REQ:
                StorageHandler.MoveItemToStorage(ip, gc);
                break;

            case ClientOpcode.MOVE_ITEM_TO_BAG_REQ:
                StorageHandler.MoveItemToBag(ip, gc);
                break;

            case ClientOpcode.SAVE_MONEY_REQ:
                StorageHandler.SaveStorageMoney(ip, gc);
                break;

            case ClientOpcode.GIVE_MONEY_REQ:
                StorageHandler.GiveStorageMoney(ip, gc);
                break;

            // Coupon
            case ClientOpcode.CASH_SN:
                CouponHandler.Use_Coupon_Req(ip, gc);
                break;

            // Action
            case ClientOpcode.P_WARP_C:
                ActionHandler.p_Warp_c(ip, gc);
                break;

            case ClientOpcode.P_MOVE_C:
                ActionHandler.p_Move_c(ip, gc);
                break;

            case ClientOpcode.P_JUMP_C:
                ActionHandler.p_Jump_c(ip, gc);
                break;

            case ClientOpcode.P_SPEED_C:
                ActionHandler.p_Speed_c(ip, gc);
                break;

            case ClientOpcode.P_ATTACK_C:
                ActionHandler.p_Attack_c(ip, gc);
                break;

            //case ClientOpcode.P_DAMAGE_C:
            //    ActionHandler.p_Damage_c(ip, gc);
            //    break;
            //case ClientOpcode.P_DEAD_C:
            //    ActionHandler.p_Dead_c(ip, gc);
            //    break;
            case ClientOpcode.P_MOVE_C_2:
                ActionHandler.p_Move_c_2(ip, gc);
                break;

            //case ClientOpcode.PET_MOVE_C:
            //    ActionHandler.Pet_Move_C(ip, gc);
            //    break;
            //case ClientOpcode.PET_ATTACK_C:
            //    ActionHandler.Pet_Attack_C(ip, gc);
            //    break;
            // Trade
            case ClientOpcode.TRADE_INVITE_REQ:
                TradeHandler.TradeInvite(ip, gc);
                break;

            case ClientOpcode.TRADE_INVITE_RESPONSE_REQ:
                TradeHandler.TradeInviteResponses(ip, gc);
                break;

            case ClientOpcode.TRADE_READY_REQ:
                TradeHandler.TradeReady(ip, gc);
                break;

            case ClientOpcode.TRADE_CONFIRM_REQ:
                TradeHandler.TradeConfirm(ip, gc);
                break;

            case ClientOpcode.TRADE_CANCEL_REQ:
                TradeHandler.TradeCancel(ip, gc);
                break;

            case ClientOpcode.TRADE_PUT_REQ:
                TradeHandler.TradePutItem(ip, gc);
                break;

            // Party
            case ClientOpcode.PARTY_INVITE_REQ:
                PartyHandler.PartyInvite(ip, gc);
                break;

            case ClientOpcode.PARTY_INVITE_RESPONSES_REQ:
                PartyHandler.PartyInviteResponses(ip, gc);
                break;

            case ClientOpcode.PARTY_LEAVE:
                PartyHandler.PartyLeave(ip, gc);
                break;

            // PvP
            case ClientOpcode.PVP_REQ:
                PvPHandler.PvPInvite(ip, gc);
                break;

            case ClientOpcode.PVP_ACK_REQ:
                PvPHandler.PvPInviteResponses(ip, gc);
                break;

            // PlayerShop
            case ClientOpcode.PSHOP_OPEN_REQ:
                PlayerShopHandler.OpenShop_Req(ip, gc);
                break;

            case ClientOpcode.PSHOP_SELLSTART_REQ:
                PlayerShopHandler.SellStart_Req(ip, gc);
                break;

            case ClientOpcode.PSHOP_SELLEND_REQ:
                PlayerShopHandler.SellEnd_Req(ip, gc);
                break;

            case ClientOpcode.PSHOP_INFO_REQ:
                PlayerShopHandler.ShopInfo_Req(ip, gc);
                break;

            case ClientOpcode.PSHOP_BUYACK_REQ:
                PlayerShopHandler.Buy_Req(ip, gc);
                break;

            // Fish
            case ClientOpcode.FISH_REQ:
                FishHandler.Fish_Req(ip, gc);
                break;

            // CashShop
            //case ClientOpcode.CASHSHOP_LIST_REQ:
            //    CashShopHandler.CashShopList_Req(ip, gc);
            //    break;
            case ClientOpcode.CASH_MGAMECASH_REQ:
                CashShopHandler.MgameCash_Req(ip, gc);
                break;

            case ClientOpcode.CASH_BUY_REQ:
                CashShopHandler.BuyCommodity_Req(ip, gc);
                break;

            case ClientOpcode.CASH_GIFT_REQ:
                CashShopHandler.Gifts_Req(ip, gc);
                break;

            case ClientOpcode.CASH_TO_INVEN_REQ:
                CashShopHandler.CommodityToInventory_Req(ip, gc);
                break;

            case ClientOpcode.ABILITY_RECOVER_REQ:
                CashShopHandler.AbilityRecover_Req(ip, gc);
                break;

            case ClientOpcode.CASH_CHECKCHARNAME_REQ:
                CashShopHandler.CheckName_Req(ip, gc);
                break;

            case ClientOpcode.DISMANTLE_REQ:
                CashShopHandler.Dismantle_Req(ip, gc);
                break;

            // Pet
            case ClientOpcode.PET_NAME_REQ:
                PetHandler.Pet_Name_Req(ip, gc);
                break;

            case ClientOpcode.SPIRIT_MOVE_REQ:
                SpiritHandler.SpiritMove(ip, gc);
                break;

            case ClientOpcode.EQUIPMENT_COMPOUND_REQ:
                SpiritHandler.EquipmentCompound(ip, gc);
                break;

            case ClientOpcode.EVENTITEM_ACK:
                TradeHandler.TradeEventItem(ip, gc);
                break;
            }
        }