public static void serialize(Utils.Objects.Packet sender, string ticket, string senderIp)
 {
     sender.WriteShort( (short)GlobalConfig.Network.Game.Guid );
     sender.WriteUTF(senderIp == "127.0.0.1" ? "127.0.0.1" : GlobalConfig.Network.IP);
     sender.WriteUShort( (ushort)GlobalConfig.Network.Game.Port );
     sender.WriteBool(true); // can create characters
     sender.WriteUTF(ticket);
 }
Beispiel #2
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 public static void serialize(Utils.Objects.Packet sender)
 {
     sender.WriteByte((byte)GlobalConfig.Version.Major);
     sender.WriteByte((byte)GlobalConfig.Version.Minor);
     sender.WriteByte((byte)GlobalConfig.Version.Release);
     sender.WriteUShort((ushort)GlobalConfig.Version.Revision);
     sender.WriteByte((byte)GlobalConfig.Version.BuildType);
     sender.WriteByte((byte)GlobalConfig.Version.Patch);
 }
Beispiel #3
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        public static void serialize(Utils.Objects.Packet sender, Global.Account acc)
        {
            sender.WriteShort(1); // nGameServers

            sender.WriteUShort((ushort)GlobalConfig.Network.Game.Guid);
            sender.WriteByte((byte)ServerState.ONLINE);
            sender.WriteByte(0); // completion
            sender.WriteBool(true); // selectable
            sender.WriteByte( (byte)acc.Characters.Count );
        }
 public static void serialize(Utils.Objects.Packet sender, int chosenServer)
 {
     sender.WriteUShort( (ushort)chosenServer );
 }