Esempio n. 1
0
    /// <summary>
    /// 注册和登录都走这里,根据AutoLoginOrRegister区分
    /// </summary>
    public void Login()
    {
        if (string.IsNullOrEmpty(_userName) || string.IsNullOrEmpty(_passWd))
        {
            return;
        }
        EDebug.LogFormat("Login {0} {1} Login Or Regist {2}", _userName, _passWd, AutoLoginOrRegist);
        MsgHead head = new MsgHead
        {
            cmd_id = AutoLoginOrRegist ? (short)ServerMsgId.CCMD_ROLE_AUTH : (short)ServerMsgId.CCMD_ROLE_REG
        };
        LoginMsg loginMsg = new LoginMsg
        {
            type   = 0,
            name   = _userName,
            passwd = _passWd
        };
        string loginInfo = JsonUtility.ToJson(loginMsg);

        byte[] bMsg = System.Text.Encoding.UTF8.GetBytes(loginInfo);
        head.len = bMsg.Length;
        byte[] bHead  = ProtocolByt.StructToBytes(head, 16);
        byte[] buffer = new byte[bHead.Length + bMsg.Length];
        System.Array.Copy(bHead, buffer, bHead.Length);
        System.Array.Copy(bMsg, 0, buffer, bHead.Length, bMsg.Length);
        try
        {
            client.BeginSend(buffer, 0, buffer.Length, SocketFlags.None, null, null);
        }
        catch (Exception e)
        {
            EDebug.LogErrorFormat("Client.Login Socket Exception {0}", e.ToString());
            OnDisconnect();
        }
    }
    public void LogInEvent(LoginMsg login)
    {
        Debug.Log(login.msg);
        LoginMsgText.text = login.msg;
        Invoke("ClearMsg", 3.0f);
        switch (login.code)
        {
        // Failed to login
        case "0":

            break;

        // Wrong password
        case "1":

            break;

        // User created
        case "2":
            http.loginUser.rank  = "1";
            http.loginUser.score = "0";
            FindMatch();
            break;

        // Failed to create user
        case "3":

            break;
        }
    }
Esempio n. 3
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    public override void OnClientConnect(NetworkConnection conn)
    {
        print("OnClientConnect");

        // setup handlers
        client.RegisterHandler(CharactersAvailableMsg.MsgId, OnClientCharactersAvailable);
        client.RegisterHandler(ErrorMsg.MsgId, OnClientReceivePopup);

        // send login packet with hashed password, so that the original one
        // never leaves the player's computer.
        //
        // it's recommended to use a different salt for each hash. ideally we
        // would store each user's salt in the database. to not overcomplicate
        // things, we will use the account name as salt (at least 16 bytes)
        string hash    = Utils.PBKDF2Hash(pw, "at_least_16_byte" + id);
        var    message = new LoginMsg {
            id = this.id, pw = hash
        };

        conn.Send(LoginMsg.MsgId, message);
        print("login message was sent");

        // call base function to make sure that client becomes "ready"
        //base.OnClientConnect(conn);
        ClientScene.Ready(conn); // from bitbucket OnClientConnect source
    }
    public override void OnClientConnect(NetworkConnection conn)
    {
        print("OnClientConnect");

        // setup handlers
        client.RegisterHandler(CharactersAvailableMsg.MsgId, OnClientCharactersAvailable);
        client.RegisterHandler(ErrorMsg.MsgId, OnClientReceivePopup);

        // Application.version can be modified under:
        // Edit -> Project Settings -> Player -> Bundle Version
        LoginMsg message = new LoginMsg {
            account = loginAccount, version = Application.version
        };

        conn.Send(LoginMsg.MsgId, message);
        print("login message was sent");

        // set state
        state = NetworkState.Handshake;

        // addon system hooks
        Utils.InvokeMany(typeof(NetworkManagerMMO), this, "OnClientConnect_", conn);

        // call base function to make sure that client becomes "ready"
        //base.OnClientConnect(conn);
        ClientScene.Ready(conn); // from bitbucket OnClientConnect source
    }
Esempio n. 5
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 public void MergeFrom(DL_UserCheck other)
 {
     if (other == null)
     {
         return;
     }
     if (other.Ret != 0)
     {
         Ret = other.Ret;
     }
     if (other.ConId != 0L)
     {
         ConId = other.ConId;
     }
     if (other.loginMsg_ != null)
     {
         if (loginMsg_ == null)
         {
             loginMsg_ = new global::PLoginClient.CL_Login();
         }
         LoginMsg.MergeFrom(other.LoginMsg);
     }
     if (other.dBAccount_ != null)
     {
         if (dBAccount_ == null)
         {
             dBAccount_ = new global::PDBBase.DBAccount();
         }
         DBAccount.MergeFrom(other.DBAccount);
     }
 }
Esempio n. 6
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    public static void ReceiveLoginMsg(CSerialize ar)
    {
        LoginMsg msg = new LoginMsg();

        ar.ReadWrite(msg);
        msg.PrintMsg();// 显示到屏幕
    }
Esempio n. 7
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        public void Process(Socket workerSock)
        {
            LoginMsg login = new LoginMsg();

            login.ReceiveFrom(workerSock);
            string userName = login.UserName;
            string userPwd  = login.UserPwd;

            var  userService = new UserService(userName, userPwd);
            bool loginResult = userService.CheckLogin();

            if (loginResult)
            {
                OnlineUserInfo user = new OnlineUserInfo {
                    UserName = userName, IPEnd = workerSock.RemoteEndPoint as IPEndPoint
                };
                foreach (var s in Server.TheTcpHelper.AcceptedSockets)
                {
                    NewUserOnlineMsg newUserOnlineMsg = new NewUserOnlineMsg(user.UserName, user.IPEnd.Address.ToString());
                    newUserOnlineMsg.Send(s);
                }

                UserService.LoginUsers.Add(user);
                if (!UserService.DicUserSockets.ContainsKey(user.UserName))
                {
                    UserService.DicUserSockets.Add(user.UserName, workerSock);
                }
            }
            var r = loginResult ? LOGIN_RESULT.OK : LOGIN_RESULT.PWD_ERROR;

            Console.WriteLine("{0} login {1}", userName, r);
            LoginResultMsg loginResultMsg = new LoginResultMsg(r);

            loginResultMsg.Send(workerSock);
        }
Esempio n. 8
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 void OnServerLogin_Example(LoginMsg message)
 {
     if (UseMQ)
     {
         MQ.sendObject("Clients", "", message.account + " logged in");
     }
 }
Esempio n. 9
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    public override void OnClientConnect(NetworkConnection conn)
    {
        print("客户端已连接");

        // setup handlers
        NetworkClient.RegisterHandler <CharactersAvailableMsg>(OnClientCharactersAvailable);
        NetworkClient.RegisterHandler <ErrorMsg>(OnClientError);

        // send login packet with hashed password, so that the original one
        // never leaves the player's computer.
        //
        // it's recommended to use a different salt for each hash. ideally we
        // would store each user's salt in the database. to not overcomplicate
        // things, we will use the account name as salt (at least 16 bytes)
        //
        // Application.version can be modified under:
        // Edit -> Project Settings -> Player -> Bundle Version
        string   hash    = Utility.PBKDF2Hash(loginPassword, passwordSalt + loginAccount);
        LoginMsg message = new LoginMsg {
            account = loginAccount, password = hash, version = Application.version
        };

        conn.Send(message);
        print("登录信息已发送");

        // set state
        state = NetworkState.Handshake;

        // call base function to make sure that client becomes "ready"
        //base.OnClientConnect(conn);
        ClientScene.Ready(conn); // from bitbucket OnClientConnect source
    }
    void OnData(int i, DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.LOGIN:
            LoginMsg lMsg = JsonUtility.FromJson <LoginMsg>(recMsg);
            Debug.Log("[Server] Client login message received! : " + lMsg.clientId);
            OnClientLogIn(i, lMsg.clientId);
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            //Debug.Log( "[Server] Player update message received! : " + puMsg.player.ToString() );
            GameServerManager.Instance.UpdatePlayerCommands(puMsg.player, puMsg.commands);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("[Server] Server update message received!");
            break;

        default:
            Debug.Log("[Server] Unrecognized message received!");
            break;
        }
    }
Esempio n. 11
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        public bool loginUser(string user, string password)
        {
            LoginMsg m = new LoginMsg()
            {
                username = user, password = password, code = LoginRequestCode.LOGIN
            };

            Envelope msg = new Envelope()
            {
                login = m, type = Envelope.MsgCode.LoginMsgCode
            };

            send(msg);

            var loginresp = receive(0);

            if (loginresp != null && loginresp.loginResponse != null)
            {
                Console.WriteLine(loginresp.loginResponse.message + " " + loginresp.loginResponse.code);
                if (loginresp.loginResponse.code == LoginResponseMsg.ResponseCode.OK)
                {
                    return(true);
                }

                throw new Exception("bad auth");
            }
            throw new IOException("no login response");
        }
Esempio n. 12
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    public override void OnClientConnect(NetworkConnection conn)
    {
        print("OnClientConnect");

        // setup handlers
        client.RegisterHandler(CharactersAvailableMsg.MsgId, OnClientCharactersAvailable);
        client.RegisterHandler(ErrorMsg.MsgId, OnClientReceivePopup);

        // send login packet with hashed password, so that the original one
        // never leaves the player's computer.
        //
        // it's recommended to use a different salt for each hash. ideally we
        // would store each user's salt in the database. to not overcomplicate
        // things, we will use the account name as salt (at least 16 bytes)
        //
        // Application.version can be modified under:
        // Edit -> Project Settings -> Player -> Bundle Version
        string   hash    = Utils.PBKDF2Hash(loginPassword, "at_least_16_byte" + loginAccount);
        LoginMsg message = new LoginMsg {
            account = loginAccount, password = hash, version = Application.version
        };

        conn.Send(LoginMsg.MsgId, message);
        print("login message was sent");

        // set state
        state = NetworkState.Handshake;

        // addon system hooks
        Utils.InvokeMany(typeof(NetworkManagerMMO), this, "OnClientConnect_", conn);

        // call base function to make sure that client becomes "ready"
        //base.OnClientConnect(conn);
        ClientScene.Ready(conn); // from bitbucket OnClientConnect source
    }
Esempio n. 13
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 void OnServerLogin(NetworkConnection conn, LoginMsg message)
 {
     if (message.version == Application.version)
     {
         if (IsAllowedAccountName(message.account))
         {
             if (Database.singleton.TryLogin(message.account, message.password))
             {
                 if (!AccountLoggedIn(message.account))
                 {
                     manager.lobby[conn] = message.account;
                     Debug.Log("login successful: " + message.account);
                     conn.Send(new LoginSuccessMsg());
                     OnServerAuthenticated.Invoke(conn);
                 }
                 else
                 {
                     manager.ServerSendError(conn, "already logged in", true);
                 }
             }
             else
             {
                 manager.ServerSendError(conn, "invalid account", true);
             }
         }
         else
         {
             manager.ServerSendError(conn, "account name not allowed", true);
         }
     }
     else
     {
         manager.ServerSendError(conn, "outdated version", true);
     }
 }
Esempio n. 14
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        /// <summary>
        /// 用户登录
        /// </summary>
        /// <param name="msg"></param>
        /// <param name="ip"></param>
        /// <param name="port"></param>
        /// <param name="state"></param>
        private void UserLogin(ClassMsg msg, IPAddress ip, int port, int state)
        {
            LoginMsg        loginmsg   = (LoginMsg) new ClassSerializers().DeSerializeBinary(new MemoryStream(msg.Data));
            ClassOptionData OptionData = new ClassOptionData(); //创建并引用ClassOptionData
            MsgCommand      msgState   = msg.msgCommand;        //获取接收消息的命令
            String          UserName   = loginmsg.UserName;     //登录用户名称
            String          PassWord   = loginmsg.PassWord;     //用户密码
            String          vIP        = ip.ToString();         //用户IP地址

            DataTable DataReader = OptionData.ExSQLReDr("Select * From user Where UserAccount = " + "'" + UserName + "'" + " and UserPassWord = "******"'" + PassWord + "'");//在数据库中通过用户名和密码进行查找


            if (DataReader.Rows.Count != 0)                          //当DataReader中有记录信息时
            {
                string ID = DataReader.Rows[0]["UserID"].ToString(); //获取第一条记录中的ID字段值
                //修改当前记录的标识为上线状态
                OptionData.ExSQL("Update CurreneyUser Set Sign = " + Convert.ToString((int)(MsgCommand.Logined)) + ",IP = " + "'" + vIP + "',Port = " + "'" + port.ToString() + "'" + " Where ID = " + ID);
                msg.msgCommand = MsgCommand.Logined; //设置为上线命令
                msg.SID        = ID;                 //用户ID值
                SendMsgToOne(ip, port, msg);         //将消息返回给发送用户
                UpdateUserState(msg, ip, port);      //更新用户在线状态
            }
            else
            {
                SendMsgToOne(ip, port, msg);
            }
            OptionData.Dispose();
            LoadUsrLst();
            //UpdateUser();//更新用户列表
        }
Esempio n. 15
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    private void SendLogin(MsgBase msg)
    {
        LoginMsg tmpMsg = (LoginMsg)msg;

        peer.SendOperation((byte)OpCodeEnum.Login, new Dictionary <byte, object> {
            { (byte)OpKeyEnum.UserName, tmpMsg.username }, { (byte)OpKeyEnum.PassWord, tmpMsg.password }
        }, new SendOptions());
    }
    void OnServerLogin(NetworkConnection conn, LoginMsg message)
    {
        Debug.Log("OnServer Login del NetworkAuthenticahtor");

        // correct version?
        if (message.version == Application.version)
        {
            // allowed account name?
            if (IsAllowedAccountName(message.account))
            {
                // validate account info
                if (Database.IsValidAccount(message.account, message.password))
                {
                    // not in lobby and not in world yet?
                    if (!AccountLoggedIn(message.account))
                    {
                        // add to logged in accounts
                        manager.lobby[conn] = message.account;

                        // login successful
                        Debug.Log("login successful: " + message.account);

                        // notify client about successful login. otherwise it
                        // won't accept any further messages.
                        conn.Send(new LoginSuccessMsg());

                        // authenticate on server
                        OnServerAuthenticated.Invoke(conn);
                    }
                    else
                    {
                        //print("account already logged in: " + message.account); <- don't show on live server
                        manager.ServerSendError(conn, "already logged in", true);

                        // note: we should disconnect the client here, but we can't as
                        // long as unity has no "SendAllAndThenDisconnect" function,
                        // because then the error message would never be sent.
                        //conn.Disconnect();
                    }
                }
                else
                {
                    //print("invalid account or password for: " + message.account); <- don't show on live server
                    manager.ServerSendError(conn, "invalid account", true);
                }
            }
            else
            {
                //print("account name not allowed: " + message.account); <- don't show on live server
                manager.ServerSendError(conn, "account name not allowed", true);
            }
        }
        else
        {
            //print("version mismatch: " + message.account + " expected:" + Application.version + " received: " + message.version); <- don't show on live server
            manager.ServerSendError(conn, "outdated version", true);
        }
    }
Esempio n. 17
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    void OnServerLogin(NetworkMessage netMsg)
    {
        print("OnServerLogin " + netMsg.conn);
        LoginMsg message = netMsg.ReadMessage <LoginMsg>();

        // correct version?
        if (message.version == Application.version)
        {
            // allowed account name?
            if (IsAllowedAccountName(message.account))
            {
                // validate account info
                if (Database.IsValidAccount(message.account, message.password))
                {
                    // not in lobby and not in world yet?
                    if (!AccountLoggedIn(message.account))
                    {
                        print("login successful: " + message.account);

                        // add to logged in accounts
                        lobby[netMsg.conn] = message.account;

                        // send necessary data to client
                        CharactersAvailableMsg reply = MakeCharactersAvailableMessage(message.account);
                        netMsg.conn.Send(CharactersAvailableMsg.MsgId, reply);

                        // addon system hooks
                        Utils.InvokeMany(typeof(NetworkManagerMMO), this, "OnServerLogin_", message);
                    }
                    else
                    {
                        print("account already logged in: " + message.account);
                        ClientSendPopup(netMsg.conn, "already logged in", true);

                        // note: we should disconnect the client here, but we can't as
                        // long as unity has no "SendAllAndThenDisconnect" function,
                        // because then the error message would never be sent.
                        //netMsg.conn.Disconnect();
                    }
                }
                else
                {
                    print("invalid account or password for: " + message.account);
                    ClientSendPopup(netMsg.conn, "invalid account", true);
                }
            }
            else
            {
                print("account name not allowed: " + message.account);
                ClientSendPopup(netMsg.conn, "account name not allowed", true);
            }
        }
        else
        {
            print("version mismatch: " + message.account + " expected:" + Application.version + " received: " + message.version);
            ClientSendPopup(netMsg.conn, "outdated version", true);
        }
    }
Esempio n. 18
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    /// <summary>
    /// 发送登录请求
    /// </summary>
    /// <param name="account"></param>
    /// <param name="pwd"></param>
    public void SendLogin(string account, string pwd)
    {
        LoginMsg msg = new LoginMsg
        {
            accountId  = account,
            accountPwd = pwd
        };

        NSocket.GetInstance().SendData(Request.Login, msg);
    }
Esempio n. 19
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    public override void OnClientAuthenticate(NetworkConnection conn)
    {
        string   hash    = Utils.PBKDF2Hash(loginPassword, passwordSalt + loginAccount);
        LoginMsg message = new LoginMsg {
            account = loginAccount, password = hash, version = Application.version
        };

        conn.Send(message);
        print("login message was sent");
        manager.state = NetworkState.Handshake;
    }
Esempio n. 20
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        public void ReceiveFromClient()
        {
            while (true)
            {
                string receiveString = null;
                try
                {
                    receiveString = br.ReadString();
                }
                catch
                {
                    //异常处理
                }
                string[] spilt = receiveString.Split('@');
                switch (spilt[0])
                {
                case "RESEND":
                    string res = DataHandle.Resend(spilt[1]);
                    this.bw.Write(res);
                    bw.Flush();
                    break;

                case "LOGIN":       //登陆
                    LoginMsg msg      = TalkHelper.HandleHelper.DeXMLSer <LoginMsg>(spilt[1]);
                    string   loginres = DataHandle.Login(msg.UserName, msg.Password);
                    bw.Write(loginres);
                    bw.Flush();
                    DataHandle.Default(string.Format("\n{0}-->{1}-->LOGIN", DateTime.Now.ToLongDateString(), msg.UserName));
                    break;

                case "SIGNUP":      //注册
                    SignupMsg signupMsg = TalkHelper.HandleHelper.DeXMLSer <SignupMsg>(spilt[1]);
                    string    signupres = DataHandle.Signup(signupMsg.UserName, signupMsg.Password);
                    this.bw.Write(signupres);
                    bw.Flush();                                                                                                     //向客户端发送
                    DataHandle.Default(string.Format("\n{0}-->{1}-->SIGNUP", DateTime.Now.ToLongDateString(), signupMsg.UserName)); //将操作结果输出在服务器界面上
                    break;

                case "LOGOUT":      //登出,暂时没有操作
                    break;

                default:
                    try
                    {
                        DataHandle.Default(spilt[1]);
                    }
                    catch (Exception ex)
                    {
                        DataHandle.Default(ex.Message);
                    }
                    break;
                }
            }
        }
Esempio n. 21
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    void OnServerLogin(NetworkConnection conn, LoginMsg message)
    {
        // correct version?
        if (message.version == Application.version)
        {
            // allowed account name?
            if (IsAllowedAccountName(message.account))
            {
                // validate account info
                if (Database.singleton.TryLogin(message.account, message.password))
                {
                    // not in lobby and not in world yet?
                    if (!AccountLoggedIn(message.account))
                    {
                        //print("login successful: " + message.account);

                        // add to logged in accounts
                        lobby[conn] = message.account;

                        // send necessary data to client
                        conn.Send(MakeCharactersAvailableMessage(message.account));

                        // addon system hooks
                        Utils.InvokeMany(typeof(NetworkManagerMMO), this, "OnServerLogin_", message);
                    }
                    else
                    {
                        //print("account already logged in: " + message.account); <- don't show on live server
                        ServerSendError(conn, "already logged in", true);

                        // note: we should disconnect the client here, but we can't as
                        // long as unity has no "SendAllAndThenDisconnect" function,
                        // because then the error message would never be sent.
                        //conn.Disconnect();
                    }
                }
                else
                {
                    //print("invalid account or password for: " + message.account); <- don't show on live server
                    ServerSendError(conn, "invalid account", true);
                }
            }
            else
            {
                //print("account name not allowed: " + message.account); <- don't show on live server
                ServerSendError(conn, "account name not allowed", true);
            }
        }
        else
        {
            //print("version mismatch: " + message.account + " expected:" + Application.version + " received: " + message.version); <- don't show on live server
            ServerSendError(conn, "outdated version", true);
        }
    }
Esempio n. 22
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    void OnConnect()
    {
        // TEMP : until we gets id from the database
        clientId = Guid.NewGuid().ToString();

        Debug.Log("[Client] now connected to the server : " + clientId);

        // Example to send a handshake message:
        LoginMsg m = new LoginMsg(clientId);

        SendToServer(JsonUtility.ToJson(m));
    }
Esempio n. 23
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        private void btnLogin_Click(object sender, RoutedEventArgs e)
        {
            GetConnected();
            string   ID    = txtId.Text.Trim();
            string   PWD   = txtPwd.Password.Trim();
            LoginMsg login = new LoginMsg(ID, PWD);

            bw.Write(string.Format("LOGIN@{0}", HandleHelper.XMLSer <LoginMsg>(login)));
            bw.Flush();
            //ChatWindow cw = new ChatWindow();
            //cw.Show();
            //this.Close();
        }
        static void SendLoginMessage(Socket _s, String _msg)
        {
            LoginMsg loginMessage = new LoginMsg();

            loginMessage.msg = _msg;
            MemoryStream outStream = loginMessage.WriteData();

            try
            {
                _s.Send(outStream.GetBuffer());
            }
            catch (System.Exception) { }
        }
Esempio n. 25
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    void OnServerLogin(NetworkConnection conn, LoginMsg message)
    {
        // correct version?
        if (message.version == Application.version)
        {
            // allowed account name?
            if (IsAllowedAccountName(message.account))
            {
                // validate account info
                if (Database.Singleton.TryLogin(message.account, message.password))
                {
                    // not in lobby and not in world yet?
                    if (!AccountLoggedIn(message.account))
                    {
                        print("登入成功: " + message.account);

                        // add to logged in accounts
                        lobby[conn] = message.account;

                        // send necessary data to client
                        conn.Send(MakeCharactersAvailableMessage(message.account));
                    }
                    else
                    {
                        print("账户已登入 " + message.account);
                        ServerSendError(conn, "already logged in", true);

                        // note: we should disconnect the client here, but we can't as
                        // long as unity has no "SendAllAndThenDisconnect" function,
                        // because then the error message would never be sent.
                        //conn.Disconnect();
                    }
                }
                else
                {
                    print("无效的账户或密码: " + message.account);
                    ServerSendError(conn, "invalid account", true);
                }
            }
            else
            {
                print("账户名称无效: " + message.account);
                ServerSendError(conn, "account name not allowed", true);
            }
        }
        else
        {
            print("版本不匹配: " + message.account + " expected:" + Application.version + " received: " + message.version);
            ServerSendError(conn, "outdated version", true);
        }
    }
Esempio n. 26
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        private void Login()
        {
            Console.WriteLine(">LOGIN:"******">Please input your user name:");
            var uName = Console.ReadLine();

            UserService.LoginUserName = uName;
            Console.WriteLine(">Please input your password:");
            var uPwd = Console.ReadLine();

            LoginMsg msg = new LoginMsg(uName, uPwd);

            msg.Send(serverSock);
        }
Esempio n. 27
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    void TestFunc0()
    {
        LoginMsg msg = new LoginMsg();

        msg.szUserName = "******";
        msg.szPassword = "******";
        msg.nPlatType  = 1;
        msg.szPlatName = "时空机";
        CSerialize ar = new CSerialize(SerializeType.write);

        msg.Serialize(ar);

        FCLibHelper.fc_serialize_msg_call(0, "TestSerialize.ReceiveLoginMsg", ar.GetBuffer(), 0, ar.GetBufferSize(), true);
    }
Esempio n. 28
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    public void OnServerLogin_UCE_UnlockableClasses(NetworkConnection conn, LoginMsg netMsg)
    {
        if (!defaultUnlockedClasses)
        {
            return;
        }

        List <string>       unlockedClasses = Database.singleton.UCE_GetUnlockedClasses(netMsg.account);
        ClassesAvailableMsg message         = new ClassesAvailableMsg {
            unlockedClasses = unlockedClasses.ToArray()
        };

        conn.Send(message);
    }
        public void sendLoginDetails(String loginDetails)
        {
            LoginMsg loginMsg = new LoginMsg();

            loginMsg.msg = loginDetails;
            MemoryStream outStream = loginMsg.WriteData();

            m_Server.Send(outStream.GetBuffer());

            m_MainForm.Invoke(new MethodInvoker(delegate()
            {
                m_MainForm.m_CurrentUserName = loginDetails.Split(' ')[0];
                m_MainForm.SetClientName(loginDetails.Split(' ')[0]);
            }));
        }
Esempio n. 30
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        // Login MSG
        private LoginMsg GetLiMSG(byte[] msg, Int64 msgSize)
        {
            Int32 type = ByteInt32(msg[8]);

            byte[] seq_num = new byte[4];
            byte[] vars    = new byte[msgSize - 13];

            Array.Copy(msg, 9, seq_num, 0, 4);
            Array.Copy(msg, 13, vars, 0, msgSize - 13);

            LoginMsg LiMSG = LiMSGVars(vars);

            LiMSG.msgType = type;
            return(LiMSG);
        }