Esempio n. 1
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        /// <summary>
        /// Envia mensagens sem conteudo.
        /// </summary>
        /// <param name="connection"></param>
        /// <param name="value"></param>
        public static void Message(NetConnection connection, int value)
        {
            var buffer = WorldServerNetwork.Socket.CreateMessage(4);

            buffer.Write(value);
            WorldServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Esempio n. 2
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        /// <summary>
        /// Envia mensagens sem conteúdo.
        /// </summary>
        /// <param name="index"></param>
        /// <param name="value"></param>
        public static void Message(string hexID, int value)
        {
            var buffer = WorldServerNetwork.Socket.CreateMessage(4);

            buffer.Write(value);
            WorldServerNetwork.SendDataTo(hexID, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Esempio n. 3
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        /// <summary>
        /// Envia o pedido de hexid para o cliente.
        /// </summary>
        /// <param name="index"></param>
        public static void NeedHexID(NetConnection connection)
        {
            var buffer = WorldServerNetwork.Socket.CreateMessage(4);

            buffer.Write((int)PacketList.WorldServer_Client_NeedPlayerHexID);
            WorldServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Esempio n. 4
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        /// <summary>
        /// Envia a resposta para o login server se o usuario foi encontrado.
        /// </summary>
        /// <param name="connection"></param>
        /// <param name="value"></param>
        /// <param name="username"></param>
        public static void SendConnectedResult(NetConnection connection, bool value, string username)
        {
            var buffer = WorldServerNetwork.Socket.CreateMessage();

            buffer.Write((int)PacketList.LoginServer_WorldServer_IsPlayerConnected);
            buffer.Write(value);
            buffer.Write(username);

            WorldServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Esempio n. 5
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        public static void SendGameServerData(NetConnection connection, string hexID)
        {
            var buffer = WorldServerNetwork.Socket.CreateMessage();

            buffer.Write((int)PacketList.WorldServer_Client_GameServerData);
            buffer.Write(hexID);
            buffer.Write(Settings.GameServer[0].GameServerIP);
            buffer.Write(Settings.GameServer[0].GameServerPort);

            WorldServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Esempio n. 6
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        public static void SendGuildInfo(PlayerData pData)
        {
            Guild guild = Guild.FindGuildByID(pData.GuildID);

            var buffer = WorldServerNetwork.Socket.CreateMessage();

            buffer.Write((int)PacketList.WorldServer_Client_GuildInfo);
            buffer.Write(guild.OwnerName);
            buffer.Write(guild.Name);
            buffer.Write(guild.Member.Count);
            buffer.Write(guild.OnlineMember);
            buffer.Write(guild.Announcement);

            WorldServerNetwork.SendDataTo(pData.Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Esempio n. 7
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        /// <summary>
        /// Envia os dados básico dos personagens.
        /// </summary>
        /// <param name="hexID"></param>
        public static void PreLoad(PlayerData pData)
        {
            var buffer = WorldServerNetwork.Socket.CreateMessage();

            buffer.Write((int)PacketList.WorldServer_Client_CharacterPreLoad);

            for (var n = 0; n < Constant.MAX_CHAR; n++)
            {
                buffer.Write(pData.Character[n].Name);
                buffer.Write(pData.Character[n].Class);
                buffer.Write(pData.Character[n].Sprite);
                buffer.Write(pData.Character[n].Level);
            }

            WorldServerNetwork.SendDataTo(pData.HexID, buffer, NetDeliveryMethod.ReliableOrdered);
        }