private void AcceptConnection(GameSocketEventArgs eventArgs) { if (eventArgs.Socket.GameSocketManager != GameSocketManager) return; new MAcceptConnection().Send(eventArgs.Socket); }
private void RegisterLoginHandlers(GameSocketEventArgs eventArgs) { if (eventArgs.Socket.GameSocketManager != GameSocketManager) return; eventArgs.Socket.PacketHandlers[196, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessPong; eventArgs.Socket.PacketHandlers[206, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessEncryptionRequest; eventArgs.Socket.PacketHandlers[204, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessSSOTicket; eventArgs.Socket.PacketHandlers[2002, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessSessionRequest; eventArgs.Socket.PacketHandlers[7, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessAccountDetailsRequest; eventArgs.Socket.PacketHandlers[8, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessBalanceRequest; eventArgs.Socket.PacketHandlers[49, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessCurrentDateRequest; eventArgs.Socket.PacketHandlers[157, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessBadgeStatusRequest; eventArgs.Socket.PacketHandlers[228, GameSocketMessageHandlerPriority.DefaultAction] += Handlers.ProcessGroupStatusInit; }
private void IncomingConnectedAccepted(AsyncResultEventArgs<ServerChildTcpSocket> args) { if(args.Error != null) { string dumpPath = CoreManager.ServerCore.DumpException(args.Error); CoreManager.ServerCore.ConsoleManager.Error("Game Socket Manager", "Incoming connection failed!!"); CoreManager.ServerCore.ConsoleManager.Error("Game Socket Manager", " An exception dump has been saved to " + dumpPath); _listeningSocket.AcceptAsync(); return; } ServerChildTcpSocket internalSocket = args.Result; GameSocket socket = new GameSocket(internalSocket, this); GameSocketEventArgs eventArgs = new GameSocketEventArgs(socket); CoreManager.ServerCore.OfficalEventFirer.Fire("incoming_game_connection:before", eventArgs); if (eventArgs.IsCancelled) { socket.Disconnect("Connection rejected from " + internalSocket.RemoteEndPoint + "(" + eventArgs.CancelReason + ")"); return; } socket.Start(); CoreManager.ServerCore.OfficalEventFirer.Fire("incoming_game_connection:after", eventArgs); CoreManager.ServerCore.ConsoleManager.Notice("Game Socket Manager", "Incoming connection accepted: " + internalSocket.RemoteEndPoint); _listeningSocket.AcceptAsync(); }