Ejemplo n.º 1
0
        /// <summary>
        /// Creates a new packet based on the typeID and the received content
        /// inside the buffer. The user has to create an own implementation
        /// of this interface.
        /// </summary>
        public PacketBase createPacket(NetworkClient client, ushort typeID, byte[] buffer, int offset, int size)
        {               //Ready our packet base
            PacketBase packet = null;

            size--;

            //Was it a system packet?
            if (buffer[offset++] == 0)
            {
                //Yes, find the appropriate type
                return(createSystemPacket(typeID, buffer, offset, size));
            }

            //So what was the typeid?
            switch (typeID)
            {
            case CS_Login.TypeID:
                packet = new CS_Login(typeID, buffer, offset, size);
                break;

            case CS_ArenaJoin.TypeID:
                packet = new CS_ArenaJoin(typeID, buffer, offset, size);
                break;

            case CS_PlayerJoin.TypeID:
                packet = new CS_PlayerJoin(typeID, buffer, offset, size);
                break;

            case CS_Ready.TypeID:
                packet = new CS_Ready(typeID, buffer, offset, size);
                break;

            case CS_PlayerPickup.TypeID:
                packet = new CS_PlayerPickup(typeID, buffer, offset, size);
                break;

            case CS_PlayerDrop.TypeID:
                packet = new CS_PlayerDrop(typeID, buffer, offset, size);
                break;

            case CS_Chat.TypeID:
                packet = new CS_Chat(typeID, buffer, offset, size);
                break;

            case CS_PlayerUseItem.TypeID:
                packet = new CS_PlayerUseItem(typeID, buffer, offset, size);
                break;

            case CS_Explosion.TypeID:
                packet = new CS_Explosion(typeID, buffer, offset, size);
                break;

            case CS_PlayerUpdate.TypeID:
                packet = new CS_PlayerUpdate(typeID, buffer, offset, size);
                break;

            case CS_Shop.TypeID:
                packet = new CS_Shop(typeID, buffer, offset, size);
                break;

            case CS_ShopSkill.TypeID:
                packet = new CS_ShopSkill(typeID, buffer, offset, size);
                break;

            case CS_PlayerSwitch.TypeID:
                packet = new CS_PlayerSwitch(typeID, buffer, offset, size);
                break;

            case CS_PlayerFlag.TypeID:
                packet = new CS_PlayerFlag(typeID, buffer, offset, size);
                break;

            case CS_RequestUpdate.TypeID:
                packet = new CS_RequestUpdate(typeID, buffer, offset, size);
                break;

            case CS_StartUpdate.TypeID:
                packet = new CS_StartUpdate(typeID, buffer, offset, size);
                break;

            case CS_VehicleDeath.TypeID:
                packet = new CS_VehicleDeath(typeID, buffer, offset, size);
                break;

            case CS_PlayerPortal.TypeID:
                packet = new CS_PlayerPortal(typeID, buffer, offset, size);
                break;

            case CS_AllowSpectator.TypeID:
                packet = new CS_AllowSpectator(typeID, buffer, offset, size);
                break;

            case CS_RequestSpectator.TypeID:
                packet = new CS_RequestSpectator(typeID, buffer, offset, size);
                break;

            case CS_ItemExpired.TypeID:
                packet = new CS_ItemExpired(typeID, buffer, offset, size);
                break;

            case CS_PlayerProduce.TypeID:
                packet = new CS_PlayerProduce(typeID, buffer, offset, size);
                break;

            case CS_SetBanner.TypeID:
                packet = new CS_SetBanner(typeID, buffer, offset, size);
                break;

            case CS_FileSend.TypeID:
                packet = new CS_FileSend(typeID, buffer, offset, size);
                break;

            case CS_Environment.TypeID:
                packet = new CS_Environment(typeID, buffer, offset, size);
                break;

            case CS_Frames.TypeID:
                packet = new CS_Frames(typeID, buffer, offset, size);
                break;

            case CS_ChartRequest.TypeID:
                packet = new CS_ChartRequest(typeID, buffer, offset, size);
                break;

            case CS_SecurityCheck.TypeID:
                packet = new CS_SecurityCheck(typeID, buffer, offset, size);
                break;

            case CS_BallPickup.TypeID:
                packet = new CS_BallPickup(typeID, buffer, offset, size);
                break;

            case CS_BallDrop.TypeID:
                packet = new CS_BallDrop(typeID, buffer, offset, size);
                break;

            case CS_GoalScored.TypeID:
                packet = new CS_GoalScored(typeID, buffer, offset, size);
                break;

            case CS_VehiclePickup.TypeID:
                packet = new CS_VehiclePickup(typeID, buffer, offset, size);
                break;

            case CS_SendBanner.TypeID:
                packet = new CS_SendBanner(typeID, buffer, offset, size);
                break;

            case CS_DamageEvent.TypeID:
                packet = new CS_DamageEvent(typeID, buffer, offset, size);
                break;

            case CS_PlayerZoneDisconnected.TypeID:
                packet = new CS_PlayerZoneDisconnected(typeID, buffer, offset, size);
                break;

            case CS_RegResponse.TypeID:
                packet = new CS_RegResponse(typeID, buffer, offset, size);
                break;

            case CS_Unknown.TypeID:
                packet = new CS_Unknown(typeID, buffer, offset, size);
                break;

            default:
                //An undefined packet.
                packet = new PacketDummy(typeID, buffer, offset, size);
                break;
            }

            return(packet);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Provides an easy means of routing movement update messages between players
        /// </summary>
        static public void Update_RoutePlayer(Player update, CS_PlayerUpdate pkt, int updateTick, int oldPosX, int oldPosY)
        {               //Prepare the appropriate packets
            SC_PlayerTeamUpdate tu = new SC_PlayerTeamUpdate();

            tu.tickUpdate = updateTick;
            tu.player     = update;
            tu.vehicle    = update.ActiveVehicle;
            tu.itemID     = pkt.itemID;

            tu.activeEquip = pkt.activeEquip;

            SC_PlayerUpdate up = new SC_PlayerUpdate();

            up.tickUpdate = updateTick;
            up.player     = update;
            up.vehicle    = update.ActiveVehicle;
            up.itemID     = pkt.itemID;

            up.activeEquip = pkt.activeEquip;

            //Get the routing audience

            bool itemUpdate        = false;
            bool itemRouteFriendly = false;
            int  weaponRouteRange  = 0;

            if (pkt.itemID != 0)
            {
                itemUpdate = true;
                ItemInfo item = _server._assets.getItemByID(pkt.itemID);
                if (item != null)
                {
                    itemRouteFriendly = item.routeFriendly;
                    item.getRouteRange(out weaponRouteRange);
                }
                else
                {
                    Log.write(TLog.Warning, "Update_RoutePlayer(): item is null");
                }
            }

            List <Player> audience = getRouteList(update._arena, update._state, itemUpdate, weaponRouteRange, update._spectators, oldPosX, oldPosY);

            //Send our updates..
            foreach (Player player in audience)
            {                   //Don't send duplicates
                if (player == update)
                {
                    continue;
                }

                //Are we updating an item?
                if (itemUpdate)
                {
                    //Route friendly?
                    if (itemRouteFriendly)
                    {
                        //Route only to teammates.
                        if (player._team == update._team)
                        {
                            player._client.send(tu);
                        }
                        continue;
                    }
                }

                if (player.IsSpectator || player._team == update._team)
                {
                    player._client.send(tu);
                }
                else
                {
                    player._client.send(up);
                }
            }
        }