public static System_HeartbeatReturnProto GetProto(byte[] buffer, bool isChild = false) { System_HeartbeatReturnProto proto = new System_HeartbeatReturnProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.LocalTime = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static WorldMap_OtherRoleMoveProto GetProto(byte[] buffer, bool isChild = false) { WorldMap_OtherRoleMoveProto proto = new WorldMap_OtherRoleMoveProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleId = ms.ReadInt(); proto.TargetPosX = ms.ReadFloat(); proto.TargetPosY = ms.ReadFloat(); proto.TargetPosZ = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); proto.NeedTime = ms.ReadInt(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static System_ServerTimeReturnProto GetProto(byte[] buffer) { System_ServerTimeReturnProto proto = new System_ServerTimeReturnProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.LocalTime = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); } return(proto); }
public static System_HeartbeatReturnProto GetProto(MMO_MemoryStream ms, byte[] buffer) { System_HeartbeatReturnProto proto = new System_HeartbeatReturnProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.LocalTime = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); return(proto); }
public static WorldMap_CurrRoleMoveProto GetProto(byte[] buffer) { WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.TargetPosX = ms.ReadFloat(); proto.TargetPosY = ms.ReadFloat(); proto.TargetPosZ = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); proto.NeedTime = ms.ReadInt(); } return(proto); }
public static System_ServerTimeReturnProto GetProto(byte[] buffer) { System_ServerTimeReturnProto proto = new System_ServerTimeReturnProto(); MMO_MemoryStream ms = GameEntry.Socket.SocketReceiveMS; ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.LocalTime = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); return(proto); }
public static WorldMap_CurrRoleMoveProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.TargetPosX = ms.ReadFloat(); proto.TargetPosY = ms.ReadFloat(); proto.TargetPosZ = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); proto.NeedTime = ms.ReadInt(); return(proto); }