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();
 }
        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();
 }
Esempio n. 12
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;
            }
            }
        }