Exemple #1
0
    public static System_HeartbeatReturnProto GetProto(byte[] buffer, bool isChild = false)
    {
        System_HeartbeatReturnProto proto = new System_HeartbeatReturnProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.LocalTime  = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Exemple #2
0
    public static WorldMap_OtherRoleMoveProto GetProto(byte[] buffer, bool isChild = false)
    {
        WorldMap_OtherRoleMoveProto proto = new WorldMap_OtherRoleMoveProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.RoleId     = ms.ReadInt();
        proto.TargetPosX = ms.ReadFloat();
        proto.TargetPosY = ms.ReadFloat();
        proto.TargetPosZ = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();
        proto.NeedTime   = ms.ReadInt();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Exemple #3
0
    public static System_ServerTimeReturnProto GetProto(byte[] buffer)
    {
        System_ServerTimeReturnProto proto = new System_ServerTimeReturnProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.LocalTime  = ms.ReadFloat();
            proto.ServerTime = ms.ReadLong();
        }
        return(proto);
    }
    public static System_HeartbeatReturnProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        System_HeartbeatReturnProto proto = new System_HeartbeatReturnProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.LocalTime  = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();

        return(proto);
    }
Exemple #5
0
    public static WorldMap_CurrRoleMoveProto GetProto(byte[] buffer)
    {
        WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.TargetPosX = ms.ReadFloat();
            proto.TargetPosY = ms.ReadFloat();
            proto.TargetPosZ = ms.ReadFloat();
            proto.ServerTime = ms.ReadLong();
            proto.NeedTime   = ms.ReadInt();
        }
        return(proto);
    }
    public static System_ServerTimeReturnProto GetProto(byte[] buffer)
    {
        System_ServerTimeReturnProto proto = new System_ServerTimeReturnProto();
        MMO_MemoryStream             ms    = GameEntry.Socket.SocketReceiveMS;

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.LocalTime  = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();

        return(proto);
    }
Exemple #7
0
    public static WorldMap_CurrRoleMoveProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.TargetPosX = ms.ReadFloat();
        proto.TargetPosY = ms.ReadFloat();
        proto.TargetPosZ = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();
        proto.NeedTime   = ms.ReadInt();

        return(proto);
    }