コード例 #1
0
 public bool IsDuplicatedNeedReply(InPacket packet)
 {
     return(packet.Command == QQCommand.Recv_IM);
 }
コード例 #2
0
        public void PacketArrived(QQ.NET.Packets.InPacket inPacket)
        {
            // BasicInPacket packet = (BasicInPacket)inPacket;
            if (inPacket is UnknownInPacket)
            {
                client.PacketManager.OnReceivedUnknownPacket(new QQEventArgs <UnknownInPacket, OutPacket>(client, (UnknownInPacket)inPacket, null));
                return;
            }
            if (inPacket is ErrorPacket)
            {
                ErrorPacket error = (ErrorPacket)inPacket;
                if (error.ErrorType == ErrorPacketType.ERROR_TIMEOUT)
                {
                    client.PacketManager.OnSendPacketTimeOut(new QQEventArgs <InPacket, OutPacket>(client, null, error.TimeOutPacket));
                }
                else
                {
                    client.OnError(new QQEventArgs <ErrorPacket, OutPacket>(client, (ErrorPacket)inPacket, null));
                }
                return;
            }
            // 检查目前是否已经登录
            if (user == null || !user.IsLoggedIn)
            {
                //按理说应该把在登陆之前时收到的包缓存起来,但是在实际中观察发现,登录之前收到的
                //东西基本没用,所以在这里不做任何事情,简单的抛弃这个包
                if (!IsPreloginPacket(inPacket))
                {
                    return;
                }
            }
            // 现在开始判断包的类型,作出相应的处理
            ConnectionPolicy policy = client.ConnectionManager.GetConnection(inPacket.PortName).Policy;
            // 根据输入包,检索对应的输出包
            OutPacket outPacket = policy.RetrieveSent(inPacket);

            // 这里检查是不是服务器发回的确认包
            // 为什么要检查这个呢,因为有些包是服务器主动发出的,对于这些包我们是不需要
            // 从超时发送队列中移除的,如果是服务器的确认包,那么我们就需要把超时发送队列
            // 中包移除
            switch (inPacket.Command)
            {
            // 这三种包是服务器先发出的,我们要确认
            case QQCommand.Recv_IM:
            case QQCommand.Recv_Msg_Sys:
            case QQCommand.Recv_Msg_Friend_Change_Status:
                break;

            // 其他情况我们删除超时队列中的包
            default:
                client.PacketManager.RemoveResendPacket(inPacket);
                client.PacketManager.OnSendPacketSuccessed(new QQEventArgs <InPacket, OutPacket>(client, inPacket, outPacket));
                break;
            }
            switch (inPacket.Command)
            {
            case QQCommand.Request_Login_Token:
                this.user = client.QQUser;
                ProcessRequestLoginTokenReply((RequestLoginTokenReplyPacket)inPacket, outPacket as RequestLoginTokenPacket);
                break;

            case QQCommand.Login:
                ProcessLoginReply((LoginReplyPacket)inPacket, outPacket as LoginPacket);
                break;

            case QQCommand.Keep_Alive:
                ProcessKeepAliveReply((KeepAliveReplyPacket)inPacket, outPacket as KeepAlivePacket);
                break;

            case QQCommand.Recv_IM:
                ProcessReceiveIM((ReceiveIMPacket)inPacket);
                break;

            case QQCommand.Get_Friend_List:
                ProcessGetFriendListReply((GetFriendListReplyPacket)inPacket, outPacket as GetFriendListPacket);
                break;

            case QQCommand.Get_Online_OP:
                ProcessGetFriendOnlineReply((GetOnlineOpReplyPacket)inPacket, outPacket as GetOnlineOpPacket);
                break;

            case QQCommand.Get_UserInfo:
                ProcessGetUserInfoReply((GetUserInfoReplyPacket)inPacket, outPacket as GetUserInfoPacket);
                break;

            case QQCommand.Change_Status:
                ProcessChangeStatusReply((ChangeStatusReplyPacket)inPacket, outPacket as ChangeStatusPacket);
                break;

            case QQCommand.Recv_Msg_Friend_Change_Status:
                ProcessFriendChangeStatus((FriendChangeStatusPacket)inPacket);
                break;

            case QQCommand.Recv_Msg_Sys:
                ProcessSystemNotification((SystemNotificationPacket)inPacket);
                break;

            case QQCommand.Add_Friend_Ex:
                ProcessAddFriendExReply((AddFriendExReplyPacket)inPacket, outPacket as AddFriendExPacket);
                break;

            case QQCommand.Add_Friend_Auth:
                ProcessAddFriendAuthReply((AddFriendAuthResponseReplyPacket)inPacket, outPacket as AddFriendAuthResponsePacket);
                break;

            case QQCommand.Remove_Self:
                ProcessRemoveSelfReply((RemoveSelfReplyPacket)inPacket, outPacket as RemoveSelfPacket);
                break;

            case QQCommand.Delete_Friend:
                ProcessDeleteFriendReply((DeleteFriendReplyPacket)inPacket, outPacket as DeleteFriendPacket);
                break;

            case QQCommand.Authorize:
                ProcessAuthorizeReply((AuthorizeReplyPacket)inPacket, outPacket as AuthorizePacket);
                break;

            case QQCommand.Upload_Group_Friend:
                ProcessUploadGroupFriendReply((UploadGroupFriendReplyPacket)inPacket, (UploadGroupFriendPacket)outPacket);
                break;
            }
        }
コード例 #3
0
 public bool IsDuplicate(InPacket packet)
 {
     return(history.Check(packet, true));
 }
コード例 #4
0
 public bool Accept(QQ.NET.Packets.InPacket inPacket)
 {
     return(inPacket.GetFamily() == ProtocolFamily.Basic);
 }