public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(RoleType); byte[] buff_CurrRole = CurrRole.ToArray(new MMO_MemoryStream(), true); ms.WriteInt(buff_CurrRole.Length); ms.Write(buff_CurrRole, 0, buff_CurrRole.Length); if (RoleList != null) { int len_RoleList = RoleList.Count; ms.WriteInt(len_RoleList); for (int i = 0; i < len_RoleList; i++) { Role_DataProto _Role_DataProto = RoleList[i]; byte[] _buff_Curr = _Role_DataProto.ToArray(new MMO_MemoryStream(), true); ms.WriteInt(_buff_Curr.Length); ms.Write(_buff_Curr, 0, _buff_Curr.Length); } } else { ms.WriteInt(0); } return(ms.ToArray()); }
public byte[] ToArray(bool isChild = false) { MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); ms.SetLength(0); } ms.WriteInt(RoleType); byte[] buff_CurrRole = CurrRole.ToArray(true); ms.WriteInt(buff_CurrRole.Length); ms.Write(buff_CurrRole, 0, buff_CurrRole.Length); if (RoleList != null) { int len_RoleList = RoleList.Count; ms.WriteInt(len_RoleList); for (int i = 0; i < len_RoleList; i++) { Role_DataProto _Role_DataProto = RoleList[i]; byte[] _buff_Curr = _Role_DataProto.ToArray(true); ms.WriteInt(_buff_Curr.Length); ms.Write(_buff_Curr, 0, _buff_Curr.Length); } } else { ms.WriteInt(0); } byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }