Ejemplo n.º 1
0
        static NetworkFacade()
        {
            Client = new NetworkClient(GlobalSettings.Default.LoginServerIP, GlobalSettings.Default.LoginServerPort);
            Client.OnConnected += new OnConnectedDelegate(UIPacketSenders.SendLoginRequest);
            Controller = new NetworkController();
            Controller.Init(Client);

            //PacketHandlers.Init();
            PacketHandlers.Register(0x01, false, 2, new OnPacketReceive(Controller._OnLoginNotify));
            PacketHandlers.Register(0x02, false, 2, new OnPacketReceive(Controller._OnLoginFailure));
            PacketHandlers.Register(0x05, true, 0, new OnPacketReceive(Controller._OnCharacterList));
            PacketHandlers.Register(0x06, true, 0, new OnPacketReceive(Controller._OnCityList));
            PacketHandlers.Register(0x08, true, 0, new OnPacketReceive(UIPacketHandlers.OnCharacterCreationStatus));

            PacketHandlers.Register(0x64, true, 0, new OnPacketReceive(Controller._OnCharacterCreationCity));
            //TODO: Register handler for 0x65 - character city creation failed...
            PacketHandlers.Register(0x66, true, 0, new OnPacketReceive(Controller._OnCityToken));
            PacketHandlers.Register(0x67, true, 0, new OnPacketReceive(UIPacketHandlers.OnCityTokenResponse));
        }
Ejemplo n.º 2
0
        static NetworkFacade()
        {
            Client              = new NetworkClient(GlobalSettings.Default.LoginServerIP, GlobalSettings.Default.LoginServerPort);
            Client.OnConnected += new OnConnectedDelegate(UIPacketSenders.SendLoginRequest);
            Controller          = new NetworkController();
            Controller.Init(Client);

            //PacketHandlers.Init();
            PacketHandlers.Register((byte)PacketType.LOGIN_NOTIFY, false, 2, new OnPacketReceive(Controller._OnLoginNotify));
            PacketHandlers.Register((byte)PacketType.LOGIN_FAILURE, false, 2, new OnPacketReceive(Controller._OnLoginFailure));
            PacketHandlers.Register((byte)PacketType.INVALID_VERSION, false, 2, new OnPacketReceive(Controller._OnInvalidVersion));
            PacketHandlers.Register((byte)PacketType.CHARACTER_LIST, true, 0, new OnPacketReceive(Controller._OnCharacterList));
            PacketHandlers.Register((byte)PacketType.CITY_LIST, true, 0, new OnPacketReceive(Controller._OnCityList));
            PacketHandlers.Register((byte)PacketType.CHARACTER_CREATION_STATUS, true, 0, new OnPacketReceive(Controller._OnCharacterCreationProgress));

            PacketHandlers.Register((byte)PacketType.CHARACTER_CREATE_CITY, true, 0, new OnPacketReceive(Controller._OnCharacterCreationStatus));
            //TODO: Register handler for 0x65 - character city creation failed...
            PacketHandlers.Register((byte)PacketType.REQUEST_CITY_TOKEN, true, 0, new OnPacketReceive(Controller._OnCityToken));
            PacketHandlers.Register((byte)PacketType.CITY_TOKEN, true, 0, new OnPacketReceive(Controller._OnCityTokenResponse));
        }
Ejemplo n.º 3
0
        static NetworkFacade()
        {
            Client = new NetworkClient(GlobalSettings.Default.LoginServerIP, GlobalSettings.Default.LoginServerPort);
            Client.OnConnected += new OnConnectedDelegate(UIPacketSenders.SendLoginRequest);
            Controller = new NetworkController();
            Controller.Init(Client);

            //PacketHandlers.Init();
            PacketHandlers.Register((byte)PacketType.LOGIN_NOTIFY, false, 2, new OnPacketReceive(Controller._OnLoginNotify));
            PacketHandlers.Register((byte)PacketType.LOGIN_FAILURE, false, 2, new OnPacketReceive(Controller._OnLoginFailure));
            PacketHandlers.Register((byte)PacketType.INVALID_VERSION, false, 2, new OnPacketReceive(Controller._OnInvalidVersion));
            PacketHandlers.Register((byte)PacketType.CHARACTER_LIST, true, 0, new OnPacketReceive(Controller._OnCharacterList));
            PacketHandlers.Register((byte)PacketType.CITY_LIST, true, 0, new OnPacketReceive(Controller._OnCityList));
            PacketHandlers.Register((byte)PacketType.CHARACTER_CREATION_STATUS, true, 0, new OnPacketReceive(Controller._OnCharacterCreationProgress));

            PacketHandlers.Register((byte)PacketType.CHARACTER_CREATE_CITY, true, 0, new OnPacketReceive(Controller._OnCharacterCreationStatus));
            //TODO: Register handler for 0x65 - character city creation failed...
            PacketHandlers.Register((byte)PacketType.REQUEST_CITY_TOKEN, true, 0, new OnPacketReceive(Controller._OnCityToken));
            PacketHandlers.Register((byte)PacketType.CITY_TOKEN, true, 0, new OnPacketReceive(Controller._OnCityTokenResponse));
        }
Ejemplo n.º 4
0
        static NetworkFacade()
        {
            Client = new NetworkClient(GlobalSettings.Default.LoginServerIP, GlobalSettings.Default.LoginServerPort,
                GonzoNet.Encryption.EncryptionMode.AESCrypto, true);
            Client.OnConnected += new OnConnectedDelegate(UIPacketSenders.SendLoginRequest);
            Controller = new NetworkController();
            Controller.Init(Client);

            RNGCryptoServiceProvider Random = new RNGCryptoServiceProvider();
            ClientNOnce = new byte[16];
            Random.GetNonZeroBytes(ClientNOnce);

            //PacketHandlers.Init();
            PacketHandlers.Register((byte)PacketType.LOGIN_NOTIFY, false, 0, new OnPacketReceive(Controller._OnLoginNotify));
            PacketHandlers.Register((byte)PacketType.LOGIN_FAILURE, false, 0, new OnPacketReceive(Controller._OnLoginFailure));
            PacketHandlers.Register((byte)PacketType.LOGIN_SUCCESS, true, 0, new OnPacketReceive(Controller._OnLoginSuccess));
            PacketHandlers.Register((byte)PacketType.INVALID_VERSION, false, 2, new OnPacketReceive(Controller._OnInvalidVersion));
            PacketHandlers.Register((byte)PacketType.CHARACTER_LIST, true, 0, new OnPacketReceive(Controller._OnCharacterList));
            PacketHandlers.Register((byte)PacketType.CITY_LIST, true, 0, new OnPacketReceive(Controller._OnCityList));
            PacketHandlers.Register((byte)PacketType.NEW_CITY_SERVER, true, 0, new OnPacketReceive(Controller._OnNewCity));
            PacketHandlers.Register((byte)PacketType.CITY_SERVER_OFFLINE, true, 0, new OnPacketReceive(Controller._OnCityServerOffline));
            PacketHandlers.Register((byte)PacketType.CHARACTER_CREATION_STATUS, true, 0, new OnPacketReceive(Controller._OnCharacterCreationProgress));
            PacketHandlers.Register((byte)PacketType.RETIRE_CHARACTER_STATUS, true, 0, new OnPacketReceive(Controller._OnRetireCharacterStatus));

            PacketHandlers.Register((byte)PacketType.LOGIN_NOTIFY_CITY, false, 0, new OnPacketReceive(Controller._OnLoginNotifyCity));
            PacketHandlers.Register((byte)PacketType.LOGIN_SUCCESS_CITY, true, 0, new OnPacketReceive(Controller._OnLoginSuccessCity));
            PacketHandlers.Register((byte)PacketType.LOGIN_FAILURE_CITY, false, 0, new OnPacketReceive(Controller._OnLoginFailureCity));
            PacketHandlers.Register((byte)PacketType.CHARACTER_CREATE_CITY, true, 0, new OnPacketReceive(Controller._OnCharacterCreationStatus));
            PacketHandlers.Register((byte)PacketType.REQUEST_CITY_TOKEN, true, 0, new OnPacketReceive(Controller._OnCityToken));
            PacketHandlers.Register((byte)PacketType.CITY_TOKEN, true, 0, new OnPacketReceive(Controller._OnCityTokenResponse));
            PacketHandlers.Register((byte)PacketType.PLAYER_JOINED_SESSION, true, 0, new OnPacketReceive(Controller._OnPlayerJoinedSession));
            PacketHandlers.Register((byte)PacketType.PLAYER_LEFT_SESSION, true, 0, new OnPacketReceive(Controller._OnPlayerLeftSession));
            PacketHandlers.Register((byte)PacketType.PLAYER_RECV_LETTER, true, 0, new OnPacketReceive(Controller._OnPlayerRecvdLetter));
            PacketHandlers.Register((byte)PacketType.PLAYER_ALREADY_ONLINE, true, 0, new OnPacketReceive(Controller._OnPlayerAlreadyOnline));
            PacketHandlers.Register((byte)PacketType.TIME_OF_DAY, true, 0, new OnPacketReceive(Controller._OnTimeOfDay));
            PacketHandlers.Register((byte)PacketType.LOT_COST, true, 0, new OnPacketReceive(Controller._OnLotCost));
            PacketHandlers.Register((byte)PacketType.LOT_UNBUILDABLE, true, 0, new OnPacketReceive(Controller._OnLotUnbuildable));
            PacketHandlers.Register((byte)PacketType.LOT_PURCHASE_FAILED, true, 0, new OnPacketReceive(Controller._OnLotBuyFailed));
            PacketHandlers.Register((byte)PacketType.LOT_PURCHASE_SUCCESSFUL, true, 0, new OnPacketReceive(Controller._OnLotPurchaseSuccessful));
            PacketHandlers.Register((byte)PacketType.LOT_NAME_TOO_LONG, true, 0, new OnPacketReceive(Controller._OnLotNameTooLong));
        }