public int HandlePacket(ServerConnector connector, GamePacket packet) { uint id = packet.ReadUnsignedByte(); GatewayGlobal.GatewayID = id; return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { GatewayPlayer player = GatewayGlobal.Players[packet.PlayerID]; player.Client.LogicServer.SendTCP(packet); return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { LogicServerConnector conn = connector as LogicServerConnector; if (conn != null) { conn.Fulled = false; } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { GatewayPlayer player = GatewayGlobal.Players[packet.PlayerID]; if (player != null) { player.SendTcp(packet); } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { if (GatewayGlobal.CacheServer != null && GatewayGlobal.CacheServer.Socket.Connected) { GatewayGlobal.CacheServer.SendTCP(packet); } else { //TODO: 通知客户端没有可用缓存服务器 } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { int clientID = packet.ReadInt(); GatewayClient client = GatewayGlobal.Clients[clientID]; if (client != null) { client.SendTcp(packet); } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { uint clientID = packet.ReadUnsignedInt(); ClientBase client = GatewayGlobal.PlayerClientMgr[clientID]; if (client != null) { client.SendTcp(packet); } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { string ip = packet.ReadUTF(); int port = packet.ReadInt(); if (GatewayGlobal.CacheServer == null || GatewayGlobal.CacheServer.Socket.Connected == false) { GatewayGlobal.CacheServer = new CacheServerConnector(ip, port); } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { uint id = packet.ReadUnsignedInt(); if (GatewayGlobal.ContainsBattleServer(id)) { return 0; } string ip = packet.ReadUTF(); int port = packet.ReadInt(); new BattleServerConnector(id, ip, port); return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { bool logined = packet.ReadBoolean(); uint clientID = packet.ReadUnsignedInt(); if (logined) { //TODO: 记录PlayerID与ClientID的对应关系 //TODO: 转发结果到逻辑服务器 } else { LoginFailedPacket pkg = new LoginFailedPacket(); GatewayGlobal.PlayerClientMgr[clientID].SendTcp(pkg); } return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { int clientID = packet.ReadInt(); GatewayClient client = GatewayGlobal.Clients[clientID]; LoginInfo info = new LoginInfo(); info.PlayerID = packet.PlayerID; GatewayPlayer player = new GatewayPlayer(info, client); GatewayGlobal.Players.Add(packet.PlayerID, player); packet.Code2 = (int)BasePacketCode.None_Code; player.Client.LogicServer.SendTCP(packet); return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { int id = packet.ReadInt(); if (GatewayGlobal.BattleServerMgr.Contains(id) || GatewayGlobal.LogicConnectingMgr.Contains(id)) { return 0; } string ip = packet.ReadUTF(); int port = packet.ReadInt(); LogicServerConnector conn = new LogicServerConnector(id); conn.Connect(ip, port); return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { connector.HandlePacket(packet.Code, packet); return 0; }
public int HandlePacket(ServerConnector connector, GamePacket packet) { GatewayGlobal.Send2Center(packet, null); return 0; }