Esempio n. 1
0
 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();
 }
Esempio n. 2
0
        private void ProcessNetData()
        {
            byte[] data = m_GamePack.GetData();
            if (data != null)
            {
                PackIn packIn = new PackIn(data);
                byte   sysId  = packIn.ReadByte();
                switch (sysId)
                {
                case PacketTypes.LOGIN:
                {
                    m_Actor.GetLoginSystem().ProcessNetData(packIn);

                    break;
                }

                default:
                {
                    Console.WriteLine("未知的系统id:" + sysId + " 协议号:" + packIn.ReadByte());
                    break;
                }
                }
            }
        }
Esempio n. 3
0
        public static void ProcessDBNetMsg()
        {
            byte[] data = mDBPacket.GetData();
            if (data == null)
            {
                return;
            }
            PackIn inpack = new PackIn(data);
            ushort param  = inpack.ReadUInt16();

            switch (param)
            {
            case GameBase.Network.Internal.Define.QUERYROLE_RET:
            {
                uint gameid = inpack.ReadUInt32();
                int  key    = inpack.ReadInt32();
                int  key2   = inpack.ReadInt32();
                byte ret    = inpack.ReadByte();
                if (ret == 1)     //有这个帐号--
                {
                    GameSession session = FindGameSessionToGameID(gameid);
                    if (session != null)
                    {
                        //发送数据给客户端,连接mapserver
                        Log.Instance().WriteLog("通知客户端登录MapServer");
                        SendConnectMapServer(session, key, key2);
                    }
                }
                else if (ret == 2)     //重复登录,踢下线
                {
                    GameSession session = FindGameSessionToGameID(gameid);
                    if (session != null)
                    {
                        lock (_lock_session)
                        {
                            m_DicSession.Remove(session.m_Socket);
                        }

                        session.Dispose();
                    }
                }

                break;
            }
            }
        }
Esempio n. 4
0
        private void DoQueryRole(PackIn pack)
        {
            uint nAccountId = pack.ReadUInt32();
            byte nCount     = pack.ReadByte();

            if (nCount >= 0 && nCount < 100)
            {
                for (int i = 0; i < /*nCount*/ 1 /*取第一个角色*/; i++)
                {
                    TSimplePlayerInfo info = new TSimplePlayerInfo();
                    info.PackToStruct(pack);
                    info.nAccountId           = nAccountId;
                    m_pActor.SimplePlayerInfo = info;

                    Console.WriteLine("登录游戏成功:" + m_pSession.Account + "  选择进入游戏:" + info.szName);
                }
                this.SendEnterGameScene(nAccountId, m_pActor.SimplePlayerInfo.nId);
            }
        }
Esempio n. 5
0
        public void ProcessNetData(PackIn pack)
        {
            byte id = pack.ReadByte();

            switch (id)
            {
            case PacketTypes.LoginPacketTypes.sQueryRole:
            {
                DoQueryRole(pack);

                break;
            }

            default:
            {
                Console.WriteLine("登录系统未知协议号:" + id);
                break;
            }
            }
        }
 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();
     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 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 = 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 void Create(byte[] msg)
 {
     PackIn inpack = new PackIn(msg);
     inpack.ReadUInt16();
     ownerid = inpack.ReadInt32();
     key = inpack.ReadInt32();
     key2 = inpack.ReadInt32();
     int count = inpack.ReadInt32();
     for (int i = 0; i < count; i++)
     {
         MagicInfo item = new MagicInfo();
         item.id = inpack.ReadInt32();
         item.magicid = inpack.ReadUInt32();
         item.level = inpack.ReadByte();
         item.exp = inpack.ReadUInt32();
         mListMagic.Add(item);
     }
 }
 public void Create(byte[] msg)
 {
     PackIn inpack = new PackIn(msg);
     inpack.ReadUInt16();
     ret = inpack.ReadByte();
     play_id = inpack.ReadInt32();
     legion_id = inpack.ReadInt32();
     money = inpack.ReadInt32();
     boss_id = inpack.ReadUInt32();
 }
 public void Create(byte[] msg, PackIn inpack)
 {
     id = inpack.ReadInt32();
     friendtype = inpack.ReadByte();
     friendid = inpack.ReadUInt32();
     friendname = inpack.ReadString();
 }
 public void Create(byte[] msg)
 {
     PackIn inpack = new PackIn(msg);
     inpack.ReadUInt16();
     gameid = inpack.ReadUInt32();
     key = inpack.ReadInt32();
     key2 = inpack.ReadInt32();
     ret = inpack.ReadByte();
 }
Esempio n. 14
0
        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;
            }
            }
        }