Ejemplo n.º 1
0
        /// <summary>
        /// Process the GameServer requests.
        /// This method fires the <see cref="OnProcessPacket"/> event to be hooked up by plugins.
        /// </summary>
        public DBResult ProcessPlayerRequest(pServer GameServer)
        {
            DBResult result = DBResult.NO_ERROR;

            foreach (DProcessPacket target in OnProcessPacket.GetInvocationList())
            {
                result = target(this, GameServer);

                if (result != DBResult.NO_ERROR && result != DBResult.PACKET_NOT_HANDLED && result != DBResult.WAIT)
                {
                    W2Log.Write("CRITICAL ERROR", ELogType.CRITICAL_ERROR);
                    break;
                }
            }
            return(result);
        }
Ejemplo n.º 2
0
        public DBController(ISynchronizeInvoke syncObj)
        {
            Server           = new pServer();
            BaseMob          = new STRUCT_MOB[4];
            AccountList      = new STRUCT_PUSUER[BaseDef.MAX_MAXUSER];
            ItemDayLog       = new STRUCT_ITEMLOG[BaseDef.MAX_ITEMLIST];
            ChargedGuildList = new int[BaseDef.MAX_CHANNEL, BaseDef.MAX_GUILDZONE];
            SinceInit        = DateTime.Now;

            PlayerCount  = 0;
            MySQL        = new MYSQL();
            g_pGuildWar  = new short[BaseDef.MAX_GUILD];
            g_pGuildAlly = new short[BaseDef.MAX_GUILD];
            g_pGuildInfo = new STRUCT_GUILDINFO[BaseDef.MAX_GUILD];
            Config       = new ConfigServer();
            onTask();
        }
Ejemplo n.º 3
0
 public void DisconnectPlayer(pServer GameServer)
 {
     W2Log.Write($"O GameServer {GameServer.Index} foi desconectado do servidor.", ELogType.GAME_EVENT);
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Insert the GameServer in the game state. This method must be called when the GameServer just stablishes a connection by sending the INIT_CODE to the server.
 /// </summary>
 public bool TryInsertPlayer(pServer GameServer)
 {
     GameServer.Index = 1;
     Server           = GameServer;
     return(true);
 }