public override void ReadPacket() { ReadHeaders(Packet); // Read the byte flag representing which packets // are included in this update var dataPacketIdFlag = Packet.ReadUShort(); // Keep track of value of current bit var currentTypeValue = 1; for (var i = 0; i < Enum.GetNames(typeof(ClientPacketId)).Length; i++) { // If this bit was set in our flag, we add the type to the list if ((dataPacketIdFlag & currentTypeValue) != 0) { DataPacketIds.Add((ClientPacketId)i); } // Increase the value of current bit currentTypeValue *= 2; } if (DataPacketIds.Contains(ClientPacketId.PlayerConnect)) { PlayerConnect.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDisconnect)) { PlayerDisconnect.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEnterScene)) { PlayerEnterScene.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerAlreadyInScene)) { PlayerAlreadyInScene.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerLeaveScene)) { PlayerLeaveScene.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerUpdate)) { PlayerUpdates.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.EntityUpdate)) { EntityUpdates.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDeath)) { PlayerDeath.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerTeamUpdate)) { PlayerTeamUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerSkinUpdate)) { PlayerSkinUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEmoteUpdate)) { PlayerEmoteUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.GameSettingsUpdated)) { GameSettingsUpdate.ReadData(Packet); } }
public override void ReadPacket() { ReadHeaders(Packet); // Read the byte flag representing which packets // are included in this update var dataPacketIdFlag = Packet.ReadUShort(); // Keep track of value of current bit var currentTypeValue = 1; for (var i = 0; i < Enum.GetNames(typeof(ServerPacketId)).Length; i++) { // If this bit was set in our flag, we add the type to the list if ((dataPacketIdFlag & currentTypeValue) != 0) { DataPacketIds.Add((ServerPacketId)i); } // Increase the value of current bit currentTypeValue *= 2; } /* * foreach (var item in DataPacketIds) * { * Logger.Info(this,$"reading packet with {Enum.GetName(typeof(ServerPacketId), item)}"); * } */ if (DataPacketIds.Contains(ServerPacketId.HelloServer)) { HelloServer.ReadData(Packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerUpdate)) { PlayerUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ServerPacketId.EntityUpdate)) { EntityUpdates.ReadData(Packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerEnterScene)) { PlayerEnterScene.ReadData(Packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerTeamUpdate)) { PlayerTeamUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerSkinUpdate)) { PlayerSkinUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerEmoteUpdate)) { PlayerEmoteUpdate.ReadData(Packet); } }