Ejemplo n.º 1
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 static GameMessageFactory()
 {
     Serializer.AddCompiler(new MatchKeySerializer());
     Serializer.AddCompiler(new LongPeerIdSerializer());
     Serializer.AddCompiler(new CharacterStyleSerializer());
     Serializer.AddSerializer(new SInventoryInfoAckMessageSerializer());
     Serializer.AddSerializer(new SGameRoomListAckMessageSerializer());
 }
Ejemplo n.º 2
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        static CoreMapper()
        {
            Serializer.AddCompiler(new CompressedMessageSerializer());

            // S2C
            Create <ConnectServerTimedoutMessage>(ProudCoreOpCode.ConnectServerTimedout);
            Create <NotifyServerConnectionHintMessage>(ProudCoreOpCode.NotifyServerConnectionHint);
            Create <NotifyCSSessionKeySuccessMessage>(ProudCoreOpCode.NotifyCSSessionKeySuccess);
            Create <NotifyProtocolVersionMismatchMessage>(ProudCoreOpCode.NotifyProtocolVersionMismatch);
            Create <NotifyServerDeniedConnectionMessage>(ProudCoreOpCode.NotifyServerDeniedConnection);
            Create <NotifyServerConnectSuccessMessage>(ProudCoreOpCode.NotifyServerConnectSuccess);
            Create <RequestStartServerHolepunchMessage>(ProudCoreOpCode.RequestStartServerHolepunch);
            Create <ServerHolepunchAckMessage>(ProudCoreOpCode.ServerHolepunchAck);
            Create <NotifyClientServerUdpMatchedMessage>(ProudCoreOpCode.NotifyClientServerUdpMatched);
            Create <PeerUdp_ServerHolepunchAckMessage>(ProudCoreOpCode.PeerUdp_ServerHolepunchAck);
            Create <UnreliablePongMessage>(ProudCoreOpCode.UnreliablePong);
            Create <ReliableRelay2Message>(ProudCoreOpCode.ReliableRelay2);
            Create <UnreliableRelay2Message>(ProudCoreOpCode.UnreliableRelay2);

            // C2S
            Create <NotifyCSEncryptedSessionKeyMessage>(ProudCoreOpCode.NotifyCSEncryptedSessionKey);
            Create <NotifyServerConnectionRequestDataMessage>(ProudCoreOpCode.NotifyServerConnectionRequestData);
            Create <ServerHolepunchMessage>(ProudCoreOpCode.ServerHolepunch);
            Create <NotifyHolepunchSuccessMessage>(ProudCoreOpCode.NotifyHolepunchSuccess);
            Create <PeerUdp_ServerHolepunchMessage>(ProudCoreOpCode.PeerUdp_ServerHolepunch);
            Create <PeerUdp_NotifyHolepunchSuccessMessage>(ProudCoreOpCode.PeerUdp_NotifyHolepunchSuccess);
            Create <UnreliablePingMessage>(ProudCoreOpCode.UnreliablePing);
            Create <SpeedHackDetectorPingMessage>(ProudCoreOpCode.SpeedHackDetectorPing);
            Create <ReliableRelay1Message>(ProudCoreOpCode.ReliableRelay1);
            Create <UnreliableRelay1Message>(ProudCoreOpCode.UnreliableRelay1);

            // SC
            Create <RmiMessage>(ProudCoreOpCode.Rmi);
            Create <EncryptedReliableMessage>(ProudCoreOpCode.EncryptedReliable);
            Create <CompressedMessage>(ProudCoreOpCode.Compressed);
            Create <ReliableUdp_FrameMessage>(ProudCoreOpCode.ReliableUdp_Frame);
        }
 static ClubMessageFactory()
 {
     Serializer.AddCompiler(new ItemNumberSerializer());
 }
Ejemplo n.º 4
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 static GameMessageFactory()
 {
     Serializer.AddCompiler(new MatchKeySerializer());
     Serializer.AddCompiler(new LongPeerIdSerializer());
     Serializer.AddCompiler(new CharacterStyleSerializer());
 }
Ejemplo n.º 5
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 static RelayMessageFactory()
 {
     Serializer.AddCompiler(new PeerIdSerializer());
     Serializer.AddSerializer(new DamageInfoMessageSerializer());
 }
Ejemplo n.º 6
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 static ChatMessageFactory()
 {
     Serializer.AddSerializer(new SChannelPlayerListAckMessageSerializer());
     Serializer.AddCompiler(new ItemNumberSerializer());
 }