Exemple #1
0
 internal static IntPtr ClientConnection()
 {
     if (ClientConnectionFunction == null)
     {
         ClientConnectionFunction = Memory.Reader.RegisterDelegate <ClientConnectionDelegate>((IntPtr)0x005AB490);
     }
     return(ClientConnectionFunction());
 }
    void OnConnectedToServer()
    {
        Debug.Log("Connected to server");

        ChangeClientState(ClientState.E_ClientConnected);

        if (m_ClientConnectedDelegate != null)
        {
            m_ClientConnectedDelegate();
            m_ClientConnectedDelegate = null;
        }
    }
 internal static IntPtr ClientConnection()
 {
     if (!ObjectManager.Instance.IsIngame)
     {
         return(IntPtr.Zero);
     }
     if (ClientConnectionFunction == null)
     {
         ClientConnectionFunction =
             Memory.Reader.RegisterDelegate <ClientConnectionDelegate>(funcs.ClientConnection);
     }
     return(MainThread.Instance.Invoke(() => ClientConnectionFunction()));
 }
    public void ConnectToServer(string _ServerIpAddress, int _ConnectPort, ClientConnectionDelegate _ClientConnectedDelegate, ClientConnectionDelegate _ClientDisconnectedDelegate)
    {
        Debug.Log("Connecting to server " + _ServerIpAddress + ":" + _ConnectPort);

        System.Diagnostics.Debug.Assert(Network.peerType == NetworkPeerType.Disconnected);
        System.Diagnostics.Debug.Assert(CanConnectToServer());

        m_ClientConnectedDelegate = _ClientConnectedDelegate;
        m_ClientDisconnectedDelegate = _ClientDisconnectedDelegate;

        ChangeClientState(ClientState.E_ClientPendingConnect);

        NetworkConnectionError connectionResult = Network.Connect(_ServerIpAddress, _ConnectPort);
        if (connectionResult != NetworkConnectionError.NoError)
        {
            Debug.Log("Connection failed:" + connectionResult);
        }
    }
Exemple #5
0
        public static Connection Connect(String host, int port, String mechanism, X509Certificate certificate, bool rejectUntrusted, Client client)
        {
            ClientConnectionDelegate connectionDelegate  = new ClientConnectionDelegate(client, string.Empty, string.Empty, mechanism);
            ManualResetEvent         negotiationComplete = new ManualResetEvent(true);

            connectionDelegate.SetCondition(negotiationComplete);
            connectionDelegate.VirtualHost = string.Empty;

            IIoTransport transport = new IoSSLTransport(host, port, certificate, rejectUntrusted, connectionDelegate);

            Connection _conn = transport.Connection;

            _conn.Send(new ProtocolHeader(1, 0, 10));
            negotiationComplete.WaitOne();

            if (connectionDelegate.Exception != null)
            {
                throw connectionDelegate.Exception;
            }

            connectionDelegate.SetCondition(null);

            return(_conn);
        }
Exemple #6
0
        public static void Initialize()
        {
            #region WowObject Functions
            _getObjectFunctionLocation =
                GeneralHelper.Memory.CreateFunction <GetObjectLocationDelegate>(
                    Offsets.UncataloguedFunctions.CGObject__GetObjectLocation);
            #endregion

            #region ObjectManager Functions

            _enumVisibleObjects =
                GeneralHelper.Memory.CreateFunction <EnumVisibleObjectsDelegate>(
                    Offsets.ObjectManagerOffsets.EnumVisibleObjects);

            _getActivePlayer =
                GeneralHelper.Memory.CreateFunction <GetActivePlayerObejctDeledate>(
                    Offsets.ObjectManagerOffsets.GetActivePlayerObject);

            #endregion

            #region UncataloguedFunctions

            _setTarget =
                GeneralHelper.Memory.CreateFunction <SetUITargetDelegate>(
                    Offsets.UncataloguedFunctions.CGGameUI__Target);

            _GetObjectIsOutdoors =
                GeneralHelper.Memory.CreateFunction <GetObjectIsOutdoorsDelegate>(
                    Offsets.UncataloguedFunctions.CGObject__IsOutdoors);

            _TrackingStop =
                GeneralHelper.Memory.CreateFunction <TrackingStopDelegate>(
                    Offsets.UncataloguedFunctions.CGUnit_C__TrackingStopInternal);

            _TrackingStart =
                GeneralHelper.Memory.CreateFunction <TrackingStartDelegate>(
                    Offsets.UncataloguedFunctions.CGUnit_C__InitializeTrackingStateWrapper);

            _getSpellCooldown =
                GeneralHelper.Memory.CreateFunction <GetSpellCooldownDelegate>(
                    Offsets.UncataloguedFunctions.CGUnit_C__InitializeTrackingStateWrapper);

            _unitReaction =
                GeneralHelper.Memory.CreateFunction <UnitReactionDelegate>(
                    Offsets.UncataloguedFunctions.CGUnit_C__UnitReaction);

            _unitThreatInfo =
                GeneralHelper.Memory.CreateFunction <UnitThreatInfoDelegate>(
                    Offsets.UncataloguedFunctions.CGUnit_C__CalculateThreat);

            _SetActiveMover =
                GeneralHelper.Memory.CreateFunction <SetActiveMover>(
                    Offsets.UncataloguedFunctions.CGUnit_C__SetActiveMover);

            Packet_SendJam =
                GeneralHelper.Memory.CreateFunction <Packet_SendJamDelegate>(Offsets.Packet.SendJam);

            _ClientConnection =
                GeneralHelper.Memory.CreateFunction <ClientConnectionDelegate>(Offsets.Packet.ClientConection);
            #endregion

            #region Lua Functions
            _doString = GeneralHelper.Memory.CreateFunction <DoStringDelegate>(
                Offsets.LuaFunctions.ExecuteBuffer);

            _GetLocalizedText = GeneralHelper.Memory.CreateFunction <GetLocalizedTextDelegate>(
                Offsets.LuaFunctions.GetLocalizedText);
            #endregion
        }
    void OnDisconnectedFromServer(NetworkDisconnection info)
    {
        Debug.Log("Server connection disconnected: " + info.ToString());
        Debug.Log("Current network peer type is " + Network.peerType.ToString());

        ChangeClientState(ClientState.E_ClientDisconnected);

        if (m_ClientDisconnectedDelegate != null)
        {
            m_ClientDisconnectedDelegate();
            m_ClientDisconnectedDelegate = null;
        }
    }
    void OnFailedToConnect(NetworkConnectionError error)
    {
        Debug.Log("Failed to connect to server: " + error);

        ChangeClientState(ClientState.E_ClientDisconnected);

        //@FIXME: what to do exactly about connected and disconnected delegates?
        m_ClientConnectedDelegate = null;
        if (m_ClientDisconnectedDelegate != null)
        {
            m_ClientDisconnectedDelegate();
            m_ClientDisconnectedDelegate = null;
        }
    }