static void SendPlayerSelectCharacter_c(SyncSession session, PlayerSelectCharacter_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("content", msg.content); session.SendMsg("playerselectcharacter", data); }
static void SendPlayerBuyCharacter_c(SyncSession session, PlayerBuyCharacter_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("code", msg.code); session.SendMsg("playerbuycharacter", data); }
static void SendDebugMsg(SyncSession session, Protocol.DebugMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); { List <object> list2 = new List <object>(); for (int i2 = 0; i2 < msg.infos.Count; i2++) { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("id", msg.infos[i2].id); { List <object> list4 = new List <object>(); for (int i4 = 0; i4 < msg.infos[i2].infos.Count; i4++) { Dictionary <string, object> data4 = new Dictionary <string, object>(); data4.Add("m_compname", msg.infos[i2].infos[i4].m_compName); data4.Add("content", msg.infos[i2].infos[i4].content); list4.Add(data4); } data2.Add("infos", list4); } list2.Add(data2); } data.Add("infos", list2); } session.SendMsg("debugmsg", data); }
static void SendCommandComponent(SyncSession session, CommandComponent msg) { Dictionary <string, object> data = new Dictionary <string, object>(); { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("x", msg.moveDir.x); data2.Add("y", msg.moveDir.y); data2.Add("z", msg.moveDir.z); data.Add("movedir", data2); } { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("x", msg.skillDir.x); data2.Add("y", msg.skillDir.y); data2.Add("z", msg.skillDir.z); data.Add("skilldir", data2); } data.Add("element1", msg.element1); data.Add("element2", msg.element2); data.Add("isfire", msg.isFire); data.Add("id", msg.id); data.Add("frame", msg.frame); data.Add("time", msg.time); session.SendMsg("commandcomponent", data); }
static void SendPlayerRename_c(SyncSession session, PlayerRename_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("code", msg.code); data.Add("newname", msg.newName); session.SendMsg("playerrename", data); }
static void SendQueryCommand(SyncSession session, Protocol.QueryCommand msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("id", msg.id); session.SendMsg("querycommand", data); }
static void SendAffirmMsg(SyncSession session, Protocol.AffirmMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("time", msg.time); session.SendMsg("affirmmsg", data); }
public static void SendMsg(this SyncSession session, Protocol.StartSyncMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("intervaltime", msg.intervalTime); session.SendMsg("startsyncmsg", data); }
static void SendPursueMsg(SyncSession session, Protocol.PursueMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("advancecount", msg.advanceCount); session.SendMsg("pursuemsg", data); }
static void SendDestroyEntityMsg(SyncSession session, Protocol.DestroyEntityMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("id", msg.id); session.SendMsg("destroyentitymsg", data); }
static void SendPlayerMatchMsg_c(SyncSession session, PlayerMatchMsg_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("predicttime", msg.predictTime); data.Add("ismatched", msg.isMatched); session.SendMsg("playermatchmsg", data); }
static void SendPlayerLoginMsg_c(SyncSession session, PlayerLoginMsg_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("code0", msg.code0); data.Add("content", msg.content); data.Add("characterid", msg.characterID); session.SendMsg("playerloginmsg", data); }
static void SendPlayerSettlement_c(SyncSession session, PlayerSettlement_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("rank", msg.rank); data.Add("score", msg.score); data.Add("historicalhighest", msg.historicalHighest); data.Add("diamond", msg.diamond); session.SendMsg("playersettlement", data); }
public void PushStartSyncMsg(SyncSession session) { Debug.Log("PushStartSyncMsg"); StartSyncMsg msg = new StartSyncMsg(); msg.frame = m_world.FrameCount + 1; msg.intervalTime = UpdateEngine.IntervalTime; session.SendMsg(msg); }
public void PushSingletonComp(SyncSession session, string compName) { SingletonComponent comp = m_world.GetSingletonComp(compName); ChangeSingletonComponentMsg msg = new ChangeSingletonComponentMsg(); msg.info.m_compName = compName; msg.info.content = Serializer.Serialize(comp); msg.frame = m_world.FrameCount; session.SendMsg(msg); }
void PushDestroyEntity(SyncSession session, int entityID) { DestroyEntityMsg msg = new DestroyEntityMsg(); msg.id = entityID; msg.frame = m_world.FrameCount; session.SendMsg(msg); Debug.Log("PushDestroyEntity 3"); }
static void SendStartSyncMsg(SyncSession session, Protocol.StartSyncMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("advancecount", msg.advanceCount); data.Add("intervaltime", msg.intervalTime); data.Add("createentityindex", msg.createEntityIndex); data.Add("syncrule", (int)msg.SyncRule); session.SendMsg("startsyncmsg", data); }
static void SendPursueMsg(SyncSession session, Protocol.PursueMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("id", msg.id); data.Add("recalcframe", msg.recalcFrame); data.Add("frame", msg.frame); data.Add("advancecount", msg.advanceCount); data.Add("servertime", msg.serverTime); data.Add("updatespeed", msg.updateSpeed); session.SendMsg("pursuemsg", data); }
void PushDestroyEntity(SyncSession session, int entityID) { FrameCountComponent fc = m_world.GetSingletonComp <FrameCountComponent>(); DestroyEntityMsg msg = new DestroyEntityMsg(); msg.id = entityID; msg.frame = fc.count; session.SendMsg(msg); Debug.Log("PushDestroyEntity 3"); }
static void SendChangeSingletonComponentMsg(SyncSession session, Protocol.ChangeSingletonComponentMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("m_compname", msg.info.m_compName); data2.Add("content", msg.info.content); data.Add("info", data2); } session.SendMsg("changesingletoncomponentmsg", data); }
public static void SendMsg(this SyncSession session, CommandComponent msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("isforward", msg.isForward); data.Add("isback", msg.isBack); data.Add("isright", msg.isRight); data.Add("isleft", msg.isLeft); data.Add("isfire", msg.isFire); data.Add("id", msg.id); data.Add("frame", msg.frame); session.SendMsg("commandcomponent", data); }
public void PushSyncEnity(SyncSession session, EntityBase entity) { if (!session.Connected) { return; } FrameCountComponent fc = m_world.GetSingletonComp <FrameCountComponent>(); SyncEntityMsg msg = new SyncEntityMsg(); msg.frame = fc.count; msg.id = entity.ID; msg.infos = new List <ComponentInfo>(); foreach (var c in entity.m_compDict) { Type type = c.Value.GetType(); if (!type.IsSubclassOf(typeof(ServiceComponent))) { ComponentInfo info = new ComponentInfo(); info.m_compName = type.Name; info.content = Serializer.Serialize(c.Value); msg.infos.Add(info); } } //给有连接组件的增加Self组件 if (entity.GetExistComp <ConnectionComponent>()) { ConnectionComponent comp = entity.GetComp <ConnectionComponent>(); if (comp.m_session == session) { ComponentInfo info = new ComponentInfo(); info.m_compName = "SelfComponent"; info.content = "{}"; msg.infos.Add(info); } else { ComponentInfo info = new ComponentInfo(); info.m_compName = "TheirComponent"; info.content = "{}"; msg.infos.Add(info); } } session.SendMsg(msg); }
static void SendPlayerLoginMsg_c(SyncSession session, PlayerLoginMsg_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("code", msg.code); data.Add("characterid", msg.characterID); { List <object> list = new List <object>(); for (int i = 0; i < msg.ownCharacter.Count; i++) { list.Add(msg.ownCharacter[i]); } data.Add("owncharacter", list); } data.Add("coin", msg.coin); data.Add("diamond", msg.diamond); session.SendMsg("playerloginmsg", data); }
public static void SendMsg(this SyncSession session, Protocol.SyncEntityMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("id", msg.id); { List <object> list2 = new List <object>(); for (int i2 = 0; i2 < msg.infos.Count; i2++) { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("m_compname", msg.infos[i2].m_compName); data2.Add("content", msg.infos[i2].content); list2.Add(data2); } data.Add("infos", list2); } session.SendMsg("syncentitymsg", data); }
static void SendCommandMsg(SyncSession session, Protocol.CommandMsg msg) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", msg.frame); data.Add("servertime", msg.serverTime); { List <object> list2 = new List <object>(); for (int i2 = 0; i2 < msg.msg.Count; i2++) { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("frame", msg.msg[i2].frame); data2.Add("id", msg.msg[i2].id); { Dictionary <string, object> data4 = new Dictionary <string, object>(); data4.Add("x", msg.msg[i2].moveDir.x); data4.Add("y", msg.msg[i2].moveDir.y); data4.Add("z", msg.msg[i2].moveDir.z); data2.Add("movedir", data4); } { Dictionary <string, object> data4 = new Dictionary <string, object>(); data4.Add("x", msg.msg[i2].skillDir.x); data4.Add("y", msg.msg[i2].skillDir.y); data4.Add("z", msg.msg[i2].skillDir.z); data2.Add("skilldir", data4); } data2.Add("element1", msg.msg[i2].element1); data2.Add("element2", msg.msg[i2].element2); data2.Add("isfire", msg.msg[i2].isFire); list2.Add(data2); } data.Add("msg", list2); } session.SendMsg("commandmsg", data); }
static void SendPlayerResurgence_c(SyncSession session, PlayerResurgence_c msg) { Dictionary <string, object> data = new Dictionary <string, object>(); session.SendMsg("playerresurgence", data); }
public static void SendMsg(this SyncSession session, LockStepDemo.GameLogic.Component.WaitSyncComponent msg) { Dictionary <string, object> data = new Dictionary <string, object>(); session.SendMsg("waitsynccomponent", data); }