public ServerManager(NetworkManager networkManager, Settings.GameSettings gameSettings, PacketManager packetManager, ServerKnightsManager serverKnightsManager) { _netServer = networkManager.GetNetServer(); _gameSettings = gameSettings; _serverKnightsSession = serverKnightsManager.loadSession(); _playerData = new ConcurrentDictionary <ushort, ServerPlayerData>(); // Register packet handlers packetManager.RegisterServerPacketHandler <HelloServer>(ServerPacketId.HelloServer, OnHelloServer); packetManager.RegisterServerPacketHandler <ServerPlayerEnterScene>(ServerPacketId.PlayerEnterScene, OnClientEnterScene); packetManager.RegisterServerPacketHandler(ServerPacketId.PlayerLeaveScene, OnClientLeaveScene); packetManager.RegisterServerPacketHandler <PlayerUpdate>(ServerPacketId.PlayerUpdate, OnPlayerUpdate); packetManager.RegisterServerPacketHandler <EntityUpdate>(ServerPacketId.EntityUpdate, OnEntityUpdate); packetManager.RegisterServerPacketHandler(ServerPacketId.PlayerDisconnect, OnPlayerDisconnect); packetManager.RegisterServerPacketHandler(ServerPacketId.PlayerDeath, OnPlayerDeath); packetManager.RegisterServerPacketHandler <ServerPlayerTeamUpdate>(ServerPacketId.PlayerTeamUpdate, OnPlayerTeamUpdate); packetManager.RegisterServerPacketHandler <ServerServerKnightUpdate>(ServerPacketId.ServerKnightUpdate, OnServerKnightUpdate); // Register a heartbeat handler _netServer.RegisterOnClientHeartBeat(OnClientHeartBeat); // Register server shutdown handler _netServer.RegisterOnShutdown(OnServerShutdown); // Register application quit handler ModHooks.Instance.ApplicationQuitHook += OnApplicationQuit; }
/// <summary> /// 服务器端消息序列化 /// </summary> /// <param name="_sender"></param> /// <param name="_type"></param> /// <param name="_msgclass"></param> /// <returns></returns> public static string server_serialization(string _sender, string _type, List <msgClass> _msgclass) { serverJson one = new serverJson() { sender = _sender, type = _type, msgclass = _msgclass }; return(JsonConvert.SerializeObject(one)); }
/// <summary> /// 服务器端消息序列化 /// </summary> /// <param name="_sender"></param> /// <param name="_type"></param> /// <param name="_list"></param> /// <returns></returns> public static string server_serialization(string _sender, string _type, string[] _list) { serverJson one = new serverJson() { sender = _sender, type = _type, list = _list }; return(JsonConvert.SerializeObject(one)); }
/// <summary> /// 服务器端消息序列化 /// </summary> /// <param name="_sender">接受者</param> /// <param name="_msg">消息体</param> /// <param name="_type">类型</param> /// <param name="_key"></param> /// <returns></returns> public static string server_serialization(string _sender, string _msg, string _type, string _key) { serverJson one = new serverJson() { sender = _sender, msg = _msg, type = _type, key = _key }; return(JsonConvert.SerializeObject(one)); }
/// <summary> /// 服务器端消息序列化 /// </summary> /// <param name="_sender">接受者</param> /// <param name="_msg">消息体</param> /// <returns></returns> public static string server_serialization(string _sender, string _msg) { serverJson one = new serverJson() { sender = _sender, msg = _msg }; return(JsonConvert.SerializeObject(one)); }
private void OnServerKnightSession(ServerKnightSession session) { serverJson sessionJson = new serverJson(); sessionJson.Name = session.Name; sessionJson.Host = session.Host; sessionJson.skin_1 = session.skin_1; sessionJson.skin_2 = session.skin_2; sessionJson.skin_3 = session.skin_3; sessionJson.skin_4 = session.skin_4; sessionJson.skin_5 = session.skin_5; sessionJson.skin_6 = session.skin_6; sessionJson.skin_7 = session.skin_7; sessionJson.skin_8 = session.skin_8; sessionJson.skin_9 = session.skin_9; _serverKnightsManager.clientSetSession(sessionJson); }