/// <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); }
/// <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); }
/// <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); }
/// <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); }
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); }
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); }
/// <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); }