public byte bState; //0 角色被删 1 被封号 2 正常 public void PackToStruct(PackIn pack) { nId = pack.ReadUInt32(); szName = pack.ReadString(); bFaceId = pack.ReadByte(); bSex = pack.ReadByte(); bLevel = pack.ReadByte(); bJob = pack.ReadByte(); pack.ReadByte(); //原本的阵营位 bCircle = pack.ReadByte(); bApoteoSize = pack.ReadByte(); szGuildName = pack.ReadString(); bState = pack.ReadByte(); }
public void Creaet(byte[] msg) { PackIn inpack = new PackIn(msg); inpack.ReadInt16(); id = inpack.ReadInt32(); account = inpack.ReadString(); order = inpack.ReadString(); money = inpack.ReadInt32(); }
public void Create(byte[] msg) { PackIn inpack = new PackIn(msg); inpack.ReadInt16(); account = inpack.ReadString(); }
public void Create(PackIn inpack) { id = inpack.ReadUInt32(); name = inpack.ReadString(); title = inpack.ReadByte(); leader_id = inpack.ReadInt32(); leader_name = inpack.ReadString(); money = inpack.ReadLong(); notice = inpack.ReadString(); int count = inpack.ReadInt32(); for (int i = 0; i < count; i++) { LegionMember member = new LegionMember(); member.Create(inpack); list_member.Add(member); } }
public void Create(PackIn inpack) { members_name = inpack.ReadString(); money = inpack.ReadLong(); rank = inpack.ReadInt16(); boChange = inpack.ReadBool(); }
public void Create(byte[] data) { PackIn inpack = new PackIn(data); inpack.ReadUInt16(); gameid = inpack.ReadUInt32(); accountid = inpack.ReadInt32(); name = inpack.ReadString(); lookface = inpack.ReadUInt32(); profession = inpack.ReadByte(); }
public void Create(PackIn inpack) { id = inpack.ReadUInt32(); name = inpack.ReadString(); guanjue = inpack.ReadULong(); }
public void Create(byte[] msg) { PackIn inpack = new PackIn(msg); inpack.ReadUInt16(); accountid = inpack.ReadInt32(); IsExit = inpack.ReadBool(); name = inpack.ReadString(); lookface = inpack.ReadUInt32(); hair = inpack.ReadUInt32(); level = inpack.ReadByte(); exp = inpack.ReadInt32(); life = inpack.ReadUInt32(); mana = inpack.ReadUInt32(); profession = inpack.ReadByte(); pk = inpack.ReadInt16(); gold = inpack.ReadLong(); gamegold = inpack.ReadLong(); stronggold = inpack.ReadLong(); mapid = inpack.ReadUInt32(); x = inpack.ReadInt16(); y = inpack.ReadInt16(); hotkey = inpack.ReadString(); guanjue = inpack.ReadULong(); godlevel = inpack.ReadByte(); maxeudemon = inpack.ReadByte(); }
public short y; //所在地图坐标y #endregion Fields #region Constructors public RoleInfo(byte[] msg = null) { mParam = Define.ROLEINFO; gameid = 0; isRole = false; mKey = 0; mKey1 = 0; accountid = 0; sAccount = ""; name = ""; lookface = 0; hair = 0; lv = 0; exp = 0; life = 0; mana = 0; profession = 0; pk = 0; gold = 0; gamegold = 0; mapid = 0; x = 0; y = 0; playerid = 0; hotkey = ""; guanjue = 0; godlevel = 0; maxeudemon = 2; if (msg != null) { PackIn inpack = new PackIn(msg); mParam = inpack.ReadUInt16(); gameid = inpack.ReadUInt32(); mKey = inpack.ReadInt32(); mKey1 = inpack.ReadInt32(); accountid = inpack.ReadInt32(); sAccount = inpack.ReadString(); playerid = inpack.ReadInt32(); isRole = inpack.ReadBool(); if (isRole) { name = inpack.ReadString(); lookface = inpack.ReadUInt32(); hair = inpack.ReadUInt32(); lv = inpack.ReadByte(); exp = inpack.ReadUInt32(); life = inpack.ReadUInt32(); mana = inpack.ReadUInt32(); profession = inpack.ReadByte(); pk = inpack.ReadInt16(); gold = inpack.ReadInt32(); gamegold = inpack.ReadInt32(); stronggold = inpack.ReadInt32(); mapid = inpack.ReadInt32(); x = inpack.ReadInt16(); y = inpack.ReadInt16(); hotkey = inpack.ReadString(); guanjue = inpack.ReadULong(); godlevel = inpack.ReadInt32(); maxeudemon = inpack.ReadByte(); } } }
public void Create(byte[] msg, PackIn inpack) { id = inpack.ReadInt32(); friendtype = inpack.ReadByte(); friendid = inpack.ReadUInt32(); friendname = inpack.ReadString(); }
public void Create(byte[] data) { PackIn inpack = new PackIn(data); inpack.ReadUInt16(); gameid = inpack.ReadUInt32(); name = inpack.ReadString(); }
public void Run() { byte[] data = mPacket.GetData(); if (data == null) { return; } PackIn inpack = new PackIn(data); ushort param = inpack.ReadUInt16(); switch (param) { case GameBase.Network.Internal.Define.OPENLOGINSERVER: case GameBase.Network.Internal.Define.OPENMAPSERVER: { mType = inpack.ReadByte(); mName = inpack.ReadString(); Log.Instance().WriteLog("server connect...type:" + mType.ToString() + " name:" + mName); //如果是mapserver 组 就发额外的数据 if (mType == GameBase.Network.Internal.Define.TYPE_MAPSERVER) { //爵位 GuanJue.GetInstance().SendData(0); //军团信息 Legion.GetInstance().SendData(0); //充值信息 PayManager.Instance().SendData(0); } break; } case GameBase.Network.Internal.Define.QUERYROLE: { ProcessQueryRole(data); break; } case GameBase.Network.Internal.Define.ROLEINFO_RET: { ProcessRoleInfo_Ret(data); break; } case GameBase.Network.Internal.Define.QUERYROLENAME: { ProcessQueryRoleName(data); break; } case GameBase.Network.Internal.Define.CREATEROLE: { ProcessCreateRole(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_ATTR: { ProcessSaveRoleData_Attr(data); break; } case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM: { ProcessAddRoleData_Item(data); break; } case GameBase.Network.Internal.Define.DELETEROLEDATA_ITEM: { ProcessDeleteRoleData_Item(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_ITEM: { ProcessSaveRoleData_Item(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_MAGIC: { ProcessSaveRoleData_Magic(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_EUDEMON: { ProcessSaveRoleData_Eudemon(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_FRIEND: { ProcessSaveRoleData_Friend(data); break; } case GameBase.Network.Internal.Define.UPDATEGUANJUEDATA: { ProcessUpdateGuanJueData(data); break; } case GameBase.Network.Internal.Define.CREATELEGION: { ProcessCreateLegion(data); break; } case GameBase.Network.Internal.Define.UPDATELEGION: { ProcessUpdateLegion(data); break; } case GameBase.Network.Internal.Define.UPDATEPAYRECINFO: { ProcessUpdatePayrecInfo(data); break; } } }