protected void baseGenerate(UXProtocol.Command_Generate command, JSONNode data) { // 여기서 cmd, l_code, u_code 추가 byteList.Add((byte)command); AddByte16(data["l_code"].AsInt == 0 ? -1 : data["l_code"].AsInt); AddByte32(data["u_code"].AsInt == 0 ? -1 : data["u_code"].AsInt); }
public static UXProtocolGenerator Factory(UXProtocol.Command_Generate command) { UXProtocolGenerator parser; switch (command) { case UXProtocol.Command_Generate.join: parser = new JoinGenerator(); break; case UXProtocol.Command_Generate.update_user_index: parser = new SendUserIndexGenerator(); break; case UXProtocol.Command_Generate.update_ready_count: parser = new SendUpdateReadyCountGenerator(); break; case UXProtocol.Command_Generate.change_lobby_state: parser = new SetPlayerStateGenerator(); break; case UXProtocol.Command_Generate.broadcast: parser = new SendDataGenerator(); break; case UXProtocol.Command_Generate.send_target: parser = new SendDataToCodeGenerator(); break; case UXProtocol.Command_Generate.send_host: parser = new SendDataToHostGenerator(); break; case UXProtocol.Command_Generate.get_user_list: parser = new RefreshUserListFromServerGenerator(); break; case UXProtocol.Command_Generate.start_game: parser = new SendStartGameGenerator(); break; case UXProtocol.Command_Generate.restart_game: parser = new SendRestartGameGenerator(); break; case UXProtocol.Command_Generate.result_game: parser = new SendResultGameGenerator(); break; case UXProtocol.Command_Generate.end_game: parser = new SendEndGameGenerator(); break; case UXProtocol.Command_Generate.exit: parser = new SendExitGenerator(); break; case UXProtocol.Command_Generate.max_user_set: parser = new SendMaxUserGenerator(); break; case UXProtocol.Command_Generate.premium_user: parser = new PremiumUserGenerator(); break; default: parser = null; break; } return(parser); }