Ejemplo n.º 1
0
 private void SendPartyUpdate()
 {
     foreach (Client member in members)
     {
         CommunityProtocol.GetProtocol().SendParty(member.index, PartyId, Leader.playerId, MemberIds());
     }
 }
Ejemplo n.º 2
0
        private void InitLogin(int index, uint playerId, string playerName, string sessionCode)
        {
            Server.GetClientByIndex(index).Character = new Character(index);
            SendPlayer(index);

            if (Database.Database.CheckCharacterExistanceById(playerId.ToString()))
            {
                CatalogueProtocol.GetProtocol().SendCard(index, CardView.GUI, 130920111u);
                CatalogueProtocol.GetProtocol().SendCard(index, CardView.GUI, 264733124u);
                CatalogueProtocol.GetProtocol().SendCard(index, CardView.GUI, 215278030u);
                CatalogueProtocol.GetProtocol().SendCard(index, CardView.GUI, 207047790u);
                CatalogueProtocol.GetProtocol().SendCard(index, CardView.GUI, 130762195u);

                PlayerProtocol.GetProtocol().SendPlayerId(index);
                PlayerProtocol.GetProtocol().SendName(index);
                PlayerProtocol.GetProtocol().SendAvatar(index);
                PlayerProtocol.GetProtocol().SendFaction(index);
                if (Server.GetClientByIndex(index).Character.Faction == Faction.Colonial)
                {
                    PlayerProtocol.GetProtocol().SendPlayerShips(index, 11, 22131180u);
                    PlayerProtocol.GetProtocol().SendPlayerShips(index, 17, 22131178u);
                    PlayerProtocol.GetProtocol().SendPlayerShips(index, 14, 22131196u);
                }
                else if (Server.GetClientByIndex(index).Character.Faction == Faction.Cylon)
                {
                    PlayerProtocol.GetProtocol().SendCylonDuties(index); // I only have Cylon duties
                    PlayerProtocol.GetProtocol().SendPlayerShips(index, 11, 22131208u);
                    PlayerProtocol.GetProtocol().SendPlayerShips(index, 17, 22131210u);
                    PlayerProtocol.GetProtocol().SendPlayerShips(index, 14, 22131226u);
                }
                PlayerProtocol.GetProtocol().SetActivePlayerShip(index, 11);

                PlayerProtocol.GetProtocol().SendItems(index);

                Database.Entities.Users user = Database.Database.GetUserById(Server.GetClientByIndex(index).playerId.ToString());
                SettingProtocol.ReadSettingsFromDatabase(index, user.settings);
                if (user.controlKeys != null)
                {
                    SettingProtocol.ReadControlKeysFromDatabase(index, user.controlKeys);
                }
                SettingProtocol.GetProtocol().SendSettings(index);
                if (Server.GetClientByIndex(index).Character.controlKeys.Count > 0)
                {
                    SettingProtocol.GetProtocol().SendKeys(index);
                }
                CommunityProtocol.GetProtocol().SendChatSessionId(index);
            }
        }
Ejemplo n.º 3
0
        public void RemoveMember(Client Player)
        {
            members.Remove(Player);
            Player.Character.partyId = 0;

            CommunityProtocol.GetProtocol().SendParty(Player.index, 0, 0, new uint[0]);
            if (members.Count > 1)
            {
                SendPartyUpdate();
            }
            else
            {
                CommunityProtocol.GetProtocol().SendParty(Leader.index, 0, 0, new uint[0]);
                Server.Parties.Remove(PartyId);
            }
        }
Ejemplo n.º 4
0
 public void InviteMember(uint PlayerId, int inviteOwnerIndex)
 {
     CommunityProtocol.GetProtocol().SendPartyInvite(Server.GetClientByPlayerId(PlayerId.ToString()).index, PartyId, Leader.playerId, Server.GetClientByIndex(inviteOwnerIndex).Character.name);
 }
        public override void ParseMessage(int index, BgoProtocolReader br)
        {
            ushort msgType = (ushort)br.ReadUInt16();

            switch ((Request)msgType)
            {
            // This case is ran when the player selects his faction. It will send to the client an
            // empty Avatar Description, so the customization will be set to default, and sends back
            // the faction, so the game will be sure that the selected faction is real. Also fater that
            // we change the scene to Avatar.
            case Request.SelectFaction:
                SendNewAvatarDescription(index);
                SendFaction(index, (Faction)br.ReadByte());
                Server.GetClientByIndex(index).Character.GameLocation = GameLocation.Avatar;
                break;

            // Since we are not using a real database yet, we can just use the fake database to check if
            // the name is available or not.
            case Request.CheckNameAvailability:
                SendNameAvailability(index, br.ReadString());
                break;

            case Request.ChooseName:
                Server.GetClientByIndex(index).Character.name = br.ReadString();
                SendName(index);
                break;

            case Request.CreateAvatar:
                Dictionary <AvatarItem, string> items = new Dictionary <AvatarItem, string>();

                int num = br.ReadLength();
                for (int i = 0; i < num; i++)
                {
                    items[(AvatarItem)br.ReadByte()] = br.ReadString();
                }

                Client client = Server.GetClientByIndex(index);

                Database.Database.CreateCharacter(client.Character.name, client.playerId.ToString(), (byte)client.Character.Faction, items);

                Server.GetClientByIndex(index).Character.items = items;
                SendAvatar(index);

                SendPlayerId(index);
                if (Server.GetClientByIndex(index).Character.Faction == Faction.Colonial)
                {
                    SendPlayerShips(index, 11, 22131180u);
                    SetActivePlayerShip(index, 11);
                }
                else if (Server.GetClientByIndex(index).Character.Faction == Faction.Cylon)
                {
                    SendPlayerShips(index, 11, 22131208u);
                    SetActivePlayerShip(index, 11);
                }
                CommunityProtocol.GetProtocol().SendChatSessionId(index);

                client.Character.PlayerShip.sectorId = client.Character.Faction == Faction.Colonial ? 0u : 6u;

                Server.GetClientByIndex(index).Character.GameLocation = GameLocation.Space;
                break;

            case Request.SelectShip:
                SetActivePlayerShip(index, br.ReadUInt16());
                break;

            default:
                Log.Add(LogSeverity.ERROR, string.Format("Unknown msgType \"{0}\" on {1}Protocol.", (Request)msgType, protocolID));
                break;
            }
        }