public void SendGsAppleScene() { C2S_APPLY_SCENE_OBJ msg = SingleInstanceCache.GetInstanceByType <C2S_APPLY_SCENE_OBJ>(); msg.protocolID = (byte)KC2S_Protocol.c2s_apply_scene_obj; NetworkManager.Instance.SendToGameServer(msg); }
/// <summary> /// client获取生产信息 /// </summary> public void SendGetFoundryInfo() { C2S_FOUNDRY_GET_INFO req = SingleInstanceCache.GetInstanceByType <C2S_FOUNDRY_GET_INFO>(); req.protocolID = (ushort)KC2S_Protocol.c2s_foundry_get_info; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// client /// </summary> /// <param name="uid">实例id</param> public void SendAddRobot() { C2S_FOUNDRY_ADD_ROBOT req = SingleInstanceCache.GetInstanceByType <C2S_FOUNDRY_ADD_ROBOT>(); req.protocolID = (ushort)KC2S_Protocol.c2s_foundry_add_robot; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// 发送帐号验证请求 /// </summary> private void AccountVerify() { KC2G_AccountVerifyRequest request = SingleInstanceCache.GetInstanceByType <KC2G_AccountVerifyRequest>(); request.byProtocol = (byte)KC2G_Protocol.c2g_account_verify_request; request.account = Account; request.nGroupID = (int)KConstDefine.cdDefaultGroupID; request.password = AccountToken; request.pf = "?";// ApplicationManager.channel; request.nTag = (int)centerType; request.roleIdList = new List <ulong>(); // ServerListProxy serverListProxy = DataManager.GetProxy<ServerListProxy>(); // string serverId = serverListProxy.LastLoginServer != null ? serverListProxy.LastLoginServer.gid : string.Empty; // CharacterListProxy characterListProxy = DataManager.GetProxy<CharacterListProxy>(); // Character[] characters = characterListProxy.GetAll(serverId); // for (int i = 0; i < characters.Length; i++) // { // request.roleIdList.Add(characters[i].Id); // //Debug.LogError("send grpc role id: " + characters[i].Id); // } NetworkManager.Instance.SendToGatewayServer(request); Debug.LogFormat("Account Verify Request: account={0}, groupId={1}", request.account, request.nGroupID); }
/// <summary> /// 请求升级玩家手表 /// </summary> public void RequestLevelUpWatch() { C2S_REQUEST_LEVELUP_DAN msg = SingleInstanceCache.GetInstanceByType <C2S_REQUEST_LEVELUP_DAN>(); msg.protocolID = (ushort)KC2S_Protocol.c2s_request_levelup_dan; msg.uid = m_PlayerInfo.Uid; NetworkManager.Instance.SendToGameServer(msg); }
/// <summary> /// client发给服务器激活的蓝图UID /// </summary> public void SendActiveInfo(List <int> list) { C2S_FOUNDRY_UID_INFO req = SingleInstanceCache.GetInstanceByType <C2S_FOUNDRY_UID_INFO>(); req.protocolID = (ushort)KC2S_Protocol.c2s_foundry_uid_info; req.itemTids = list; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// client 加速生产 /// </summary> /// <param name="uid">实例id</param> public void SendSpeed(int uid) { C2S_FOUNDRY_SPEED req = SingleInstanceCache.GetInstanceByType <C2S_FOUNDRY_SPEED>(); req.protocolID = (ushort)KC2S_Protocol.c2s_foundry_speed; req.itemTid = uid; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// client 取消生产 /// </summary> /// <param name="uid">实例id</param> public void SendCancel(int uid) { C2S_FOUNDRY_CANCEL req = SingleInstanceCache.GetInstanceByType <C2S_FOUNDRY_CANCEL>(); req.protocolID = (ushort)KC2S_Protocol.c2s_foundry_cancel; req.itemTid = uid; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// client 接收 /// </summary> /// <param name="uid">实例id</param> public void SendReceive(int uid) { C2S_FOUNDRY_RECEIVE req = SingleInstanceCache.GetInstanceByType <C2S_FOUNDRY_RECEIVE>(); req.protocolID = (ushort)KC2S_Protocol.c2s_foundry_receive; req.itemTid = uid; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// 随机一个角色名 /// </summary> /// <param name="eGender"></param> public void RollRoleName(int eGender) { KC2G_Role_Name_Request request = SingleInstanceCache.GetInstanceByType <KC2G_Role_Name_Request>(); request.byProtocol = (byte)KC2G_Protocol.c2g_role_name_request; request.eGender = (byte)eGender; NetworkManager.Instance.SendToGatewayServer(request); }
/// <summary> /// 请求回购信息 /// </summary> /// <param name="shopId">商店id</param> public void RequestShopSellBackInfo(uint shopId) { C2S_BUY_BACK_INFO req = SingleInstanceCache.GetInstanceByType <C2S_BUY_BACK_INFO>(); req.protocolID = (ushort)KC2S_Protocol.c2s_buy_back_info; req.shop_id = shopId; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// 请求商店橱窗信息 /// </summary> /// <param name="shopId">商店id</param> public void RequestShopWindowInfo(uint shopId) { C2S_SHOP_INFO req = SingleInstanceCache.GetInstanceByType <C2S_SHOP_INFO>(); req.protocolID = (ushort)KC2S_Protocol.c2s_shop_info; req.shop_id = shopId; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// 删除角色 /// </summary> /// <param name="uRoleID"></param> public void DeleteRole(ulong uRoleID) { KC2G_DeleteRoleRequest request = SingleInstanceCache.GetInstanceByType <KC2G_DeleteRoleRequest>(); request.byProtocol = (byte)KC2G_Protocol.c2g_delete_role_request; request.uRoleID = uRoleID; NetworkManager.Instance.SendToGatewayServer(request); }
private void OnSyncSceneObjEnd(KProtoBuf buffer) { S2C_SYNC_SCENE_OBJ_END respond = buffer as S2C_SYNC_SCENE_OBJ_END; C2S_LOADING_COMPLETE msg = SingleInstanceCache.GetInstanceByType <C2S_LOADING_COMPLETE>(); msg.protocolID = (byte)KC2S_Protocol.c2s_loading_complete; NetworkManager.Instance.SendToGameServer(msg); }
/// <summary> /// 传送 /// </summary> /// <param name="teleportId"></param> public void SwitchMap(uint teleportId) { Debug.Log("[LOG] SceneController.SwitchMap: " + teleportId); C2S_SWITCH_MAP msg = SingleInstanceCache.GetInstanceByType <C2S_SWITCH_MAP>(); msg.protocolID = (ushort)KC2S_Protocol.c2s_switch_map; msg.telportID = teleportId; msg.chanel_id = (GameFacade.Instance.RetrieveProxy(ProxyName.CfgEternityProxy) as CfgEternityProxy).GetTeleportChanelId(teleportId); NetworkManager.Instance.SendToGameServer(msg); }
/// <summary> /// 创建角色请求 /// </summary> /// <param name="nickname"></param> /// <param name="gender"></param> /// <param name="nMainHeroTemplateID"></param> public void CreateRole(string nickname, int nMainHeroTemplateID) { KC2G_CreateRoleRequest request = SingleInstanceCache.GetInstanceByType <KC2G_CreateRoleRequest>(); request.byProtocol = (byte)KC2G_Protocol.c2g_create_role_request; request.szRoleName = nickname; request.nMainHeroTemplateID = nMainHeroTemplateID; NetworkManager.Instance.SendToGatewayServer(request); Debug.Log("请求创建角色:" + nickname); }
/// <summary> /// 请求退出当前服务器 /// </summary> /// <param name="nCode"></param> public void ExitCurrentServer(int nCode) { Debug.Log("Send Exit Game, code:" + nCode + " : connnect ? " + IsConnected()); if (IsConnected()) { KC2G_EXIT_GAME exitGameRequest = SingleInstanceCache.GetInstanceByType <KC2G_EXIT_GAME>(); exitGameRequest.byProtocol = (byte)KC2G_Protocol.c2g_exit_game; exitGameRequest.nExitCode = nCode; NetworkManager.Instance.SendToGatewayServer(exitGameRequest); } }
/// <summary> /// 请求交易 /// </summary> /// <param name="type">交易类型</param> /// <param name="shopId">商店id</param> /// <param name="itemId">道具id</param> /// <param name="id">物品id</param> /// <param name="num">交易数量</param> public void RequestExChange(byte type, uint shopId, ulong itemId, ulong id, uint num) { C2S_REQUEST_EXCHANGE req = SingleInstanceCache.GetInstanceByType <C2S_REQUEST_EXCHANGE>(); req.protocolID = (ushort)KC2S_Protocol.c2s_request_exchange; req.op_code = type; req.shop_id = shopId; req.item_id = itemId; req.uid = id; req.num = num; NetworkManager.Instance.SendToGameServer(req); }
/// <summary> /// 请求登录角色 /// </summary> /// <param name="uRoleID"></param> public void CharacterLogin(ulong uRoleID) { KC2G_RoleLoginRequest request = SingleInstanceCache.GetInstanceByType <KC2G_RoleLoginRequest>(); request.byProtocol = (byte)KC2G_Protocol.c2g_role_login_request; request.uRoleID = uRoleID; NetworkManager.Instance.SendToGatewayServer(request); //SelectRoleInfo sRoleInfo = GetRoleData(uRoleID); // 服务器没有任何在登录后同步这两个字段的消息...所以在本地设置下 //MajorPlayer majorPlayer = PlayerManager.GetInstance().MajorPlayer; //majorPlayer.BodyAvatarID = sRoleInfo.appearanceInfo.bodyAvatarID; //majorPlayer.WeaponAvatarID = sRoleInfo.appearanceInfo.weaponAvatarID; }
public void SendOpenPvd(bool isOpen) { C2S_OPEN_PVD msg = SingleInstanceCache.GetInstanceByType <C2S_OPEN_PVD>(); msg.protocolID = (byte)KC2S_Protocol.c2s_open_pvd; if (isOpen) { msg.flag = 1; } else { msg.flag = 0; } NetworkManager.Instance.SendToGameServer(msg); }
/// <summary> /// 副本结束 /// </summary> /// <param name="buf"></param> private void OnPveEnd(KProtoBuf buf) { PveProxy pveProxy = (PveProxy)GameFacade.Instance.RetrieveProxy(ProxyName.PveProxy); if (pveProxy.m_ExitSended) { return; } var msg = buf as S2C_PVE_END; C2S_ExitPve req = SingleInstanceCache.GetInstanceByType <C2S_ExitPve>(); req.protocolID = (ushort)KC2S_Protocol.c2s_exit_pve; NetworkManager.Instance.SendToGameServer(req); pveProxy.m_ExitSended = true; }
/// <summary> /// 发送握手消息 /// </summary> private void HandShakeRequest() { KC2G_HandshakeRequest handSkakeRequest = SingleInstanceCache.GetInstanceByType <KC2G_HandshakeRequest>(); handSkakeRequest.byProtocol = (byte)KC2G_Protocol.c2g_handshake_request; handSkakeRequest.nProtocolVersion = (int)KProcotolVersion.eProcotolVersion; handSkakeRequest.uNetType = (byte)0; handSkakeRequest.szAccount = Account; handSkakeRequest.szToken = AccountToken; handSkakeRequest.uOldPlayerIndex = uPlayerIndex; handSkakeRequest.uRoleID = 0;// PlayerManager.GetInstance().MajorPlayer.PlayerID; NetworkManager.Instance.SendToGatewayServer(handSkakeRequest); NetworkManager.Instance._ResetTokenAndIndex(AccountToken); Debug.LogFormat("发送网关握手: account={0}, roleID={1}", handSkakeRequest.szAccount, handSkakeRequest.uRoleID); }
/// <summary> /// 初始化 /// </summary> public void Initialize() { m_SocketClient = new SocketClient(); m_SendWriter = new BinaryWriter(new MemoryStream(DEFAULT_SEND_BUFFER_SIZE)); m_NetControllers = new BetterList <BaseNetController>(); m_GatewayProtocolMapping = new ProtocolMapping(); m_GameServerProtocolMapping = new ProtocolMapping(); m_SendToGameServerWriter = new BinaryWriter(new MemoryStream(DEFAULT_SEND_BUFFER_SIZE)); m_PlayerToGSProto = SingleInstanceCache.GetInstanceByType <KC2G_PlayerToGS>(); m_Handshake = false; m_MessageToken = ""; m_MessageTokenHash = 0; m_MessageIndex = 0; ListenGateway(KG2C_Protocol.g2c_gs_to_player, OnReceivedGameServerMessage, typeof(KG2C_GSToPlayer)); #region NetController m_LoginController = new LoginController(); m_CharacterListController = new CharacterListController(); m_SceneController = new SceneController(); m_PlayerController = new PlayerController(); m_MailController = new MailController(); m_LogController = new LogController(); m_FriendController = new FriendController(); m_TeamController = new TeamController(); m_PackageController = new PackageController(); m_ShopController = new ShopController(); m_FoundryController = new FoundryController(); m_InstanceController = new InstanceController(); m_MissionController = new MissionController(); m_ChatContoller = new Game.Frame.Net.ChatController(); m_SkillController = new SkillController(); m_DropItemController = new DropItemController(); m_reliveController = new ReliveController(); m_MSAIBossController = new MSAIBossController(); #endregion }