static GameMessageFactory() { Serializer.AddCompiler(new MatchKeySerializer()); Serializer.AddCompiler(new LongPeerIdSerializer()); Serializer.AddCompiler(new CharacterStyleSerializer()); Serializer.AddSerializer(new SInventoryInfoAckMessageSerializer()); Serializer.AddSerializer(new SGameRoomListAckMessageSerializer()); }
static CoreMapper() { Serializer.AddCompiler(new CompressedMessageSerializer()); // S2C Create <ConnectServerTimedoutMessage>(ProudCoreOpCode.ConnectServerTimedout); Create <NotifyServerConnectionHintMessage>(ProudCoreOpCode.NotifyServerConnectionHint); Create <NotifyCSSessionKeySuccessMessage>(ProudCoreOpCode.NotifyCSSessionKeySuccess); Create <NotifyProtocolVersionMismatchMessage>(ProudCoreOpCode.NotifyProtocolVersionMismatch); Create <NotifyServerDeniedConnectionMessage>(ProudCoreOpCode.NotifyServerDeniedConnection); Create <NotifyServerConnectSuccessMessage>(ProudCoreOpCode.NotifyServerConnectSuccess); Create <RequestStartServerHolepunchMessage>(ProudCoreOpCode.RequestStartServerHolepunch); Create <ServerHolepunchAckMessage>(ProudCoreOpCode.ServerHolepunchAck); Create <NotifyClientServerUdpMatchedMessage>(ProudCoreOpCode.NotifyClientServerUdpMatched); Create <PeerUdp_ServerHolepunchAckMessage>(ProudCoreOpCode.PeerUdp_ServerHolepunchAck); Create <UnreliablePongMessage>(ProudCoreOpCode.UnreliablePong); Create <ReliableRelay2Message>(ProudCoreOpCode.ReliableRelay2); Create <UnreliableRelay2Message>(ProudCoreOpCode.UnreliableRelay2); // C2S Create <NotifyCSEncryptedSessionKeyMessage>(ProudCoreOpCode.NotifyCSEncryptedSessionKey); Create <NotifyServerConnectionRequestDataMessage>(ProudCoreOpCode.NotifyServerConnectionRequestData); Create <ServerHolepunchMessage>(ProudCoreOpCode.ServerHolepunch); Create <NotifyHolepunchSuccessMessage>(ProudCoreOpCode.NotifyHolepunchSuccess); Create <PeerUdp_ServerHolepunchMessage>(ProudCoreOpCode.PeerUdp_ServerHolepunch); Create <PeerUdp_NotifyHolepunchSuccessMessage>(ProudCoreOpCode.PeerUdp_NotifyHolepunchSuccess); Create <UnreliablePingMessage>(ProudCoreOpCode.UnreliablePing); Create <SpeedHackDetectorPingMessage>(ProudCoreOpCode.SpeedHackDetectorPing); Create <ReliableRelay1Message>(ProudCoreOpCode.ReliableRelay1); Create <UnreliableRelay1Message>(ProudCoreOpCode.UnreliableRelay1); // SC Create <RmiMessage>(ProudCoreOpCode.Rmi); Create <EncryptedReliableMessage>(ProudCoreOpCode.EncryptedReliable); Create <CompressedMessage>(ProudCoreOpCode.Compressed); Create <ReliableUdp_FrameMessage>(ProudCoreOpCode.ReliableUdp_Frame); }
static ClubMessageFactory() { Serializer.AddCompiler(new ItemNumberSerializer()); }
static GameMessageFactory() { Serializer.AddCompiler(new MatchKeySerializer()); Serializer.AddCompiler(new LongPeerIdSerializer()); Serializer.AddCompiler(new CharacterStyleSerializer()); }
static RelayMessageFactory() { Serializer.AddCompiler(new PeerIdSerializer()); Serializer.AddSerializer(new DamageInfoMessageSerializer()); }
static ChatMessageFactory() { Serializer.AddSerializer(new SChannelPlayerListAckMessageSerializer()); Serializer.AddCompiler(new ItemNumberSerializer()); }