상속: MonoBehaviour
예제 #1
0
        /// <inheritdoc/>
        public override async Task <IFtpResponse> Process(FtpCommand command, CancellationToken cancellationToken)
        {
            var fsFeature = Connection.Features.Get <IFileSystemFeature>();
            var path      = command.Argument;

            if (path == ".")
            {
                // NOOP
            }
            else if (path == "..")
            {
                // CDUP
                if (fsFeature.CurrentDirectory.IsRoot)
                {
                    return(new FtpResponse(550, T("Not a valid directory.")));
                }

                fsFeature.Path.Pop();
            }
            else
            {
                var tempPath     = fsFeature.Path.Clone();
                var newTargetDir = await fsFeature.FileSystem.GetDirectoryAsync(tempPath, path, cancellationToken).ConfigureAwait(false);

                if (newTargetDir == null)
                {
                    return(new FtpResponse(550, T("Not a valid directory.")));
                }

                fsFeature.Path = tempPath;
            }

            return(new FtpResponseTextBlock(250, ServerMessages.GetDirectoryChangedMessage(fsFeature.Path)));
        }
예제 #2
0
        public void LoadMonster(string file)
        {
            if (File.Exists(file + ".xml"))
            {
                Logger.Information(ServerMessages.GetMessage(Messages.MonsterMng_Loading), file + ".xml");
                var xml = ResourceLoader.XmlLoader <XmlMonsterInfo>(file + ".xml");
                _monsterInfo = xml.Monsters.ToDictionary(x => x.Monster);
            }
            else if (File.Exists(file + ".txt"))
            {
                Logger.Information(ServerMessages.GetMessage(Messages.MonsterMng_Loading), file + ".txt");
                var loader = new LoadWZTXT <XmlMonsterInfo>();
                var xml    = loader.Load(file + ".txt");
                foreach (var monst in xml.Monsters)
                {
                    if (monst.Spell >= (Spell)100 && monst.Spell < (Spell)200)
                    {
                        monst.Spell       -= 100;
                        monst.AttackRange += 2;
                    }
                    _monsterInfo.Add(monst.Monster, monst);
                }

                //xml.Monsters = _monsterInfo.Select(x => x.Value).ToArray();
                ResourceLoader.XmlSaver(file + ".xml", xml);
            }

            var bags = ResourceCache.Instance.GetItemBags();

            foreach (var mob in _monsterInfo.Values)
            {
                mob.Bag = bags.FirstOrDefault(x => x.Monster == mob.Monster);
            }
            Logger.Information(ServerMessages.GetMessage(Messages.MonsterMng_Types), _monsterInfo.Count);
        }
        public void TestShutdownString()
        {
            Assert.AreEqual(NetPeerStatus.Running, Peer.Status);
            Assert.IsNotNull(Connection);

            TestHelper.WaitForConnection(Connection);
            TestHelper.WaitFor(() => Server.ConnectionsCount != 0);

            Peer.Shutdown("bye");

            TestHelper.WaitFor(() => Server.ConnectionsCount == 0);
            TestHelper.HasMessage(
                PeerMessages,
                NetIncomingMessageType.DebugMessage,
                message =>
                string.Equals(
                    "Shutdown requested (reason)",
                    message.ReadString(),
                    StringComparison.Ordinal
                    )
                );

            var messageShutdownReason = ServerMessages.Last(
                message => NetIncomingMessageType.StatusChanged == message.MessageType
                );

            Assert.IsNotNull(messageShutdownReason);
            var status = (NetConnectionStatus)messageShutdownReason.ReadByte();

            Assert.AreEqual(NetConnectionStatus.Disconnected, status);
            Assert.AreEqual("bye", messageShutdownReason.ReadString());
        }
예제 #4
0
 public GlobalEvents AddEvent(string name, GlobalEvent ev)
 {
     Logger.Information(ServerMessages.GetMessage(Messages.GE_AddEvent), name, ev.Active, ev.Rate);
     _events.Add(name, ev);
     ev.Name = name;
     return(this);
 }
예제 #5
0
        public Item GetItem(ushort mobLevel, Maps map)
        {
            foreach (var ev in _events)
            {
                var ret = ev.Value.GetItem(mobLevel, map);
                if (ret == null)
                {
                    continue;
                }

                Logger.Information(ServerMessages.GetMessage(Messages.GE_GetItem), ev.Key, map, ret);

                return(ret);
            }

            foreach (var ev in Program.EventManager.GetEvents())
            {
                var ret = ev.GetItem(mobLevel, map);
                if (ret == null)
                {
                    continue;
                }

                Logger.Information(ServerMessages.GetMessage(Messages.GE_GetItem), ev.GetType(), map, ret);

                return(ret);
            }

            return(null);
        }
예제 #6
0
        public void SendShortMessage(int receiverID, ServerMessages messageID)
        {
            List <byte> message = new List <byte>();

            message.AddRange(BitConverter.GetBytes((int)messageID));
            playerList[receiverID].clientSocket.SendMessage(message.ToArray());
        }
예제 #7
0
      public override void Update()
      {
          switch (CurrentState)
          {
          case EventState.Closed:
              break;

          case EventState.Open:
              if (((int)TimeLeft.TotalSeconds) % 60 == 0 && TimeLeft.TotalSeconds >= 60)
              {
                  Program.NoEventMapAnoucement(ServerMessages.GetMessage(Messages.BC_Open, (int)Math.Ceiling(TimeLeft.TotalMinutes))).Wait();
              }
              break;

          case EventState.Playing:
              break;
          }

          foreach (var bridge in _bridges)
          {
              bridge.Update();
          }

          base.Update();
      }
예제 #8
0
      public override void Update()
      {
          switch (CurrentState)
          {
          case EventState.Closed:
              break;

          case EventState.Open:
              if (((int)TimeLeft.TotalSeconds) % 60 == 0 && TimeLeft.TotalSeconds >= 60)
              {
                  Program.NoEventMapAnoucement(ServerMessages.GetMessage(Messages.BC_Open, (int)Math.Ceiling(TimeLeft.TotalMinutes))).Wait();
                  Program.NoEventMapSendAsync(new SEventNotificationS16Kor
                    {
                        Active  = 1,
                        EventID = EventIcon.BloodCastle
                    });
              }
              break;

          case EventState.Playing:
              break;
          }

          foreach (var bridge in _bridges)
          {
              bridge.Update();
          }

          base.Update();
      }
예제 #9
0
 public static void DelGroup(int group)
 {
     _logger.Information(ServerMessages.GetMessage(Messages.IA_DeleteGroup, group) /*"Removing group {0}"*/);
     foreach (var mob in _instance._IAGroups[group])
     {
         MonstersMng.Instance.DeleteMonster(mob.monster);
     }
 }
예제 #10
0
파일: CastleSiege.cs 프로젝트: fos83/MuEmu
        private void StartSiege()
        {
            var seconds = (int)Time.TotalSeconds;
            var notify  = (seconds % 180) == 0;

            seconds = (int)TimeLeft.TotalSeconds;
            if (notify)
            {
                TimeLeftSend();
            }
            if (seconds % 1800 == 0)
            {
                _ = Program.GlobalAnoucement(ServerMessages.GetMessage(Messages.CS_Notify));
            }
            if (seconds < 180 && (seconds % 60) == 0)
            {
                TimeLeftSend();
            }
            if ((seconds % 3) == 0)
            {
                MinimapUpdate();
            }

            if (main.Switch1 != null)
            {
                var sw = main.Switch1.Window as Monster;
                if (sw.Position.Substract(main.Switch1.Character.Position).LengthSquared() > 3)
                {
                    main.Switch1 = null;
                    NotifyCrownState(1);
                }
            }

            if (main.Switch2 != null)
            {
                var sw = main.Switch2.Window as Monster;
                if (sw.Position.Substract(main.Switch2.Character.Position).LengthSquared() > 3)
                {
                    main.Switch2 = null;
                    NotifyCrownState(1);
                }
            }

            NotifySwitchInfo(sw1, main.Switch1);
            NotifySwitchInfo(sw2, main.Switch2);

            if (main.Switch1 != null && main.Switch2 != null)
            {
                if (main.Switch1.Character.Guild.Union[0] == main.Switch2.Character.Guild.Union[0])
                {
                    NotifyCrownState(0);
                }
                else
                {
                    NotifyCrownState(1);
                }
            }
        }
예제 #11
0
파일: DevilSquares.cs 프로젝트: fos83/MuEmu
        public override void Update()
        {
            switch (CurrentState)
            {
            case EventState.Closed:
                if (TimeLeft.TotalMinutes <= 16 && ((int)TimeLeft.TotalMinutes) % 5 == 0 && _nextMessage < DateTimeOffset.Now)
                {
                    _nextMessage = DateTimeOffset.Now.AddMinutes(4);
                    Program.NoEventMapAnoucement(ServerMessages.GetMessage(Messages.DS_Closed, (int)TimeLeft.TotalMinutes))
                    .Wait();
                }
                if ((int)TimeLeft.TotalSeconds == 30)
                {
                    Program.server.Clients
                    .Where(x => x.Player.Status == LoginStatus.Playing)
                    .SendAsync(new SDevilSquareSet(DevilSquareState.Close))
                    .Wait();
                }
                break;

            case EventState.Open:
                if ((int)TimeLeft.TotalSeconds == 30)
                {
                    Program.server.Clients
                    .Where(x => x.Player.Status == LoginStatus.Playing)
                    .SendAsync(new SDevilSquareSet(DevilSquareState.Open))
                    .Wait();
                }
                break;

            case EventState.Playing:
                if (DateTimeOffset.Now >= _nextSpawn)
                {
                    _nextSpawn = DateTimeOffset.Now.Add(_playingTime / 7);
                    _nextSpawnNumber++;
                    foreach (var ds in _devilSquares)
                    {
                        ds.SpawList(_nextSpawnNumber);
                    }
                }

                if ((int)TimeLeft.TotalSeconds == 30)
                {
                    Resources.ResourceCache.Instance.GetMaps()
                    .Where(x => x.Key == Maps.DevilSquare || x.Key == Maps.DevilSquare2)
                    .SelectMany(y => y.Value.Players)
                    .Select(z => z.Player.Session)
                    .SendAsync(new SDevilSquareSet(DevilSquareState.Playing))
                    .Wait();
                }
                break;
            }
            foreach (var ds in _devilSquares)
            {
                ds.Update();
            }
            base.Update();
        }
예제 #12
0
        public ActionResult Edit(Edit editModel)
        {
            //ServerMessages.SetMessage(TempData, "This is message");
            //return CloseDialogAndRedirect(Url.Action<UserDetailController>(a => a.Index()));

            ServerMessages.SetError(TempData, "This is error");

            return(Editor(new Edit()));
        }
예제 #13
0
파일: VncHost.cs 프로젝트: tub5/NVNC
 /// <summary>
 /// Writes the type of message being sent to the client--all messages are prefixed with a message type.
 /// </summary>
 private void WriteServerMessageType(ServerMessages message)
 {
     try { writer.Write(Convert.ToByte(message)); }
     catch (IOException ex)
     {
         Console.WriteLine(ex.Message);
         Close();
     }
 }
예제 #14
0
파일: StateMachine.cs 프로젝트: fos83/MuEmu
 public virtual void Update()
 {
     if (!_nextState.Equals(CurrentState) && _nextStateIn < DateTimeOffset.Now)
     {
         var protectedState = _nextState;
         _logger.Information(ServerMessages.GetMessage(Messages.Server_EventStateChange), CurrentState, _nextState);
         OnTransition(_nextState);
         CurrentState = protectedState;
     }
 }
예제 #15
0
        public static int InitGroup(int group, EventHandler die = null)
        {
            _logger.Information(ServerMessages.GetMessage(Messages.IA_CreateGroup, group) /*"Loading group {0}"*/);
            Monster Leader = null;

            foreach (var mob in _instance._IAGroups[group])
            {
                Point point   = new Point();
                var   mapInfo = ResourceCache.Instance.GetMaps()[mob.MapNumber];
                switch (mob.CreateType)
                {
                case 0:
                    point = new Point(mob.StartX, mob.StartY);
                    break;

                case 1:
                    for (var y = mob.StartY - 5; y <= (mob.StartY + 5) && point.X == 0; y++)
                    {
                        for (var x = mob.StartX - 5; x <= (mob.StartX + 5) && point.X == 0; x++)
                        {
                            if (mapInfo.GetAttributes(x, y).Length == 0)
                            {
                                point = new Point(mob.StartX, mob.StartY);
                            }
                        }
                    }
                    break;

                default:
                    continue;
                }
                if (point.X == 0)
                {
                    continue;
                }

                mob.monster = new Monster(mob.Class, ObjectType.Monster, mob.MapNumber, point, mob.StartDir == -1 ? (byte)Program.RandomProvider(7) : (byte)mob.StartDir)
                {
                    Index = MonstersMng.Instance.GetNewIndex()
                };
                //mob.monster.Active = false;
                mob.monster.Die += die;
                if (mob.Rank == 0)
                {
                    Leader = mob.monster;
                }
                else if (Leader != null)
                {
                    mob.monster.Leader = Leader;
                }
                MonstersMng.Instance.Monsters.Add(mob.monster);
            }

            return(_instance._IAGroups[group].Count);
        }
예제 #16
0
파일: CastleSiege.cs 프로젝트: fos83/MuEmu
        private void Notify()
        {
            var seconds = (int)Time.TotalSeconds;
            var notify  = (seconds % 1800) == 0;

            if (!notify)
            {
                return;
            }

            _ = Program.GlobalAnoucement(ServerMessages.GetMessage(MU.Resources.Messages.CS_Notify));
        }
예제 #17
0
파일: Kanturu.cs 프로젝트: fos83/MuEmu
        private void DieMonster(object sender, EventArgs e)
        {
            var mob = sender as Monster;

            mob.Active = false;
            if (mob.Info.Monster == 361)
            {
                _manager.SendAll(new SNotice(NoticeType.Gold, ServerMessages.GetMessage(Messages.Kanturu_Successfull, mob.Killer.Character.Name)));
                _manager.FailState = false;
                Trigger(KanturuBattleOfNightmareState.End);
            }
        }
예제 #18
0
파일: CastleSiege.cs 프로젝트: fos83/MuEmu
        private void ReadySiege()
        {
            var seconds = (int)Time.TotalSeconds;
            var notify  = (seconds % 1800) == 0;

            seconds = (int)TimeLeft.TotalSeconds;
            var lastNotify = seconds <= 300 && (seconds % 60) == 0;

            if (notify)
            {
                _ = Program.GlobalAnoucement(ServerMessages.GetMessage(Messages.CS_Notify));
            }
            if (lastNotify)
            {
                _ = Program.GlobalAnoucement(ServerMessages.GetMessage(Messages.CS_LastNotify, seconds / 60));
            }
        }
예제 #19
0
      public override void OnTransition(EventState NextState)
      {
          switch (NextState)
          {
          case EventState.Closed:
              Trigger(EventState.Open, _closedTime);
              break;

          case EventState.Open:
              Trigger(EventState.Playing, _openTime);
              break;

          case EventState.Playing:
              Program.NoEventMapAnoucement(ServerMessages.GetMessage(Messages.BC_Closed)).Wait();
              Trigger(EventState.Closed, _playingTime);
              break;
          }
      }
예제 #20
0
파일: Kanturu.cs 프로젝트: fos83/MuEmu
        public override void OnTransition(KanturuStandByState NextState)
        {
            switch (NextState)
            {
            case KanturuStandByState.Start:
                Trigger(KanturuStandByState.Notify, TimeSpan.FromSeconds(60));    //1140
                break;

            case KanturuStandByState.Notify:
                Trigger(KanturuStandByState.End, TimeSpan.FromSeconds(60));
                /*"[Refinery Tower] Can enter in 1 minute"*/
                Program.MapAnoucement(Maps.Kantru2, ServerMessages.GetMessage(Messages.Kanturu_CoreGateOpens, (int)TimeLeft.TotalMinutes)).Wait();
                break;

            case KanturuStandByState.End:
                _manager.Trigger(EventState.Playing);
                Trigger(KanturuStandByState.None);
                break;
            }
        }
예제 #21
0
        public override int GetHashCode()
        {
            int hash = 1;

            if (UncompressedSize != 0UL)
            {
                hash ^= UncompressedSize.GetHashCode();
            }
            if (ServerMessages != 0)
            {
                hash ^= ServerMessages.GetHashCode();
            }
            if (ClientMessages != 0)
            {
                hash ^= ClientMessages.GetHashCode();
            }
            if (Payload.Length != 0)
            {
                hash ^= Payload.GetHashCode();
            }
            return(hash);
        }
예제 #22
0
      public override void OnTransition(EventState NextState)
      {
          switch (NextState)
          {
          case EventState.Closed:
              Trigger(EventState.Open, _closedTime);
              break;

          case EventState.Open:
              Trigger(EventState.Playing, _openTime);
              break;

          case EventState.Playing:
              Program.NoEventMapAnoucement(ServerMessages.GetMessage(Messages.BC_Closed)).Wait();
              Trigger(EventState.Closed, _playingTime);
              break;
          }
          Program.NoEventMapSendAsync(new SEventNotificationS16Kor
            {
                Active  = (byte)(NextState == EventState.Open ? 1 : 0),
                EventID = EventIcon.BloodCastle
            });
      }
예제 #23
0
파일: SubSystem.cs 프로젝트: Yomalex/MuEmu
        private static async void WorkerCS()
        {
            do
            {
                try
                {
                    Program.client = new CSClient(Instance._csIp, Instance._handlers, Instance._factories, Program.ServerCode, Program.server, Instance._show, Instance._token, Program.Name);

                    while (!Program.client.Closed)
                    {
                        await Task.Delay(1000);
                    }

                    Log.Error("Connection with CS lost");
                }
                catch (Exception)
                {
                    Log.Error(ServerMessages.GetMessage(Messages.Server_CSServer_Error));
                }

                await Task.Delay(30000);
            } while (true);
        }
        public void TestShutdownMessageWithDebugString()
        {
            Assert.AreEqual(NetPeerStatus.Running, Peer.Status);
            Assert.IsNotNull(Connection);

            TestHelper.WaitForConnection(Connection);
            TestHelper.WaitFor(() => Server.ConnectionsCount != 0);

            var testString      = $"{nameof(TestShutdownMessage)}_{new CryptoRandom().NextUInt64()}";
            var outgoingMessage = Peer.CreateMessage();

            outgoingMessage.Write(testString);
            Peer.Shutdown(outgoingMessage, "debugMessage");

            TestHelper.WaitFor(() => Server.ConnectionsCount == 0);
            TestHelper.HasMessage(
                PeerMessages,
                NetIncomingMessageType.DebugMessage,
                message =>
                string.Equals(
                    "Shutdown requested (debugMessage)",
                    message.ReadString(),
                    StringComparison.Ordinal
                    )
                );

            var messageShutdownReason = ServerMessages.Last(
                message => NetIncomingMessageType.StatusChanged == message.MessageType
                );

            Assert.IsNotNull(messageShutdownReason);
            var status = (NetConnectionStatus)messageShutdownReason.ReadByte();

            Assert.AreEqual(NetConnectionStatus.Disconnected, status);
            Assert.AreEqual(testString, messageShutdownReason.ReadString());
        }
예제 #25
0
파일: VncHost.cs 프로젝트: tasmail/NVNC
        /// <summary>
        /// Writes the type of message being sent to the client--all messages are prefixed with a message type.
        /// </summary>
        private void WriteServerMessageType(ServerMessages message)
        {
            try { writer.Write(Convert.ToByte(message)); }
            catch (IOException ex)
            {
                Console.WriteLine(ex.Message);
                Close();

            }
        }
예제 #26
0
 public MinecraftServerControls()
 {
     _serverMessages = new ServerMessages();
     _players        = new List <Player>();
 }
예제 #27
0
        static void ReadMessage(ServerMessages id, PacketReader stream)
        {
            if (id != ServerMessages.VobPosDirMessage && id != ServerMessages.NPCPosAngMessage)
            {
                Logger.Log(id);
            }

            switch (id)
            {
                #region RakNet

            case ServerMessages.RakNet_ConnectionRequestAccepted:
                isConnected        = true;          // we are connected
                isConnecting       = false;
                connectionAttempts = 0;             // reset attempt counter
                Client.ScriptObject.OnConnection(); // let the scripts know too
                Messages.WriteConnection();         // send mac & drive hash
                break;

            case ServerMessages.RakNet_ConnectionAttemptFailed:
                isConnected  = false;
                isConnecting = false;
                break;

            case ServerMessages.RakNet_AlreadyConnected:
                Logger.LogWarning("Already Connected!");
                break;

            case ServerMessages.RakNet_ConnectionBanned:
                Logger.LogError("Client banned!");
                break;

            case ServerMessages.RakNet_InvalidPassword:
                Logger.LogError("Wrong password");
                break;

            case ServerMessages.RakNet_IncompatibleProtocolVersion:
                Logger.LogError("ID_INCOMPATIBLE_PROTOCOL_VERSION");
                break;

            case ServerMessages.RakNet_NoFreeIncomingConnections:
                Logger.LogError("ID_NO_FREE_INCOMING_CONNECTIONS");
                break;

            case ServerMessages.RakNet_DisconnectionNotification:
            case ServerMessages.RakNet_ConnectionLost:
                isConnected    = false;
                isConnecting   = false;
                isDisconnected = true;
                Logger.Log("Disconnected from server.");
                Client.ScriptObject.OnDisconnection(-1);
                break;

                #endregion

            /*
             *   USER MESSAGES
             */

            // receiving dynamic instances
            case ServerMessages.DynamicsMessage:
                Messages.ReadDynamics(stream);
                break;

            // load a gothic world
            case ServerMessages.LoadWorldMessage:
                World.Messages.ReadLoadWorld(stream);
                break;

            case ServerMessages.WorldLeaveMessage:
                World.Messages.ReadLeaveWorldMessage(stream);
                break;

            // client becomes a spectator
            case ServerMessages.SpectatorMessage:
                Client.ReadSpectatorMessage(stream);
                break;

            case ServerMessages.PlayerControlMessage:
                Client.ReadPlayerControlMessage(stream);
                break;

            // World Messages
            case ServerMessages.WorldJoinMessage:
                World.Messages.ReadJoinWorld(stream);
                break;

            case ServerMessages.WorldCellMessage:
                World.Messages.ReadCellMessage(stream);
                break;

            case ServerMessages.WorldBarrierMessage:
                WorldObjects.WorldGlobals.BarrierController.Messages.ReadBarrier(stream);
                break;

            case ServerMessages.WorldWeatherMessage:
                WorldObjects.WorldGlobals.WeatherController.Messages.ReadWeather(stream);
                break;

            case ServerMessages.WorldWeatherTypeMessage:
                WorldObjects.WorldGlobals.WeatherController.Messages.ReadWeatherType(stream);
                break;

            case ServerMessages.WorldTimeMessage:
                WorldObjects.WorldGlobals.WorldClock.Messages.ReadTime(stream);
                break;

            case ServerMessages.WorldTimeStartMessage:
                WorldObjects.WorldGlobals.WorldClock.Messages.ReadTimeStart(stream, true);
                break;

            case ServerMessages.WorldTimeStopMessage:
                WorldObjects.WorldGlobals.WorldClock.Messages.ReadTimeStart(stream, false);
                break;

            // Vob Messages
            case ServerMessages.VobSpawnMessage:
                World.Messages.ReadVobSpawn(stream);
                break;

            case ServerMessages.VobDespawnMessage:
                World.Messages.ReadVobDespawnMessage(stream);
                break;

            case ServerMessages.VobPosDirMessage:
                BaseVob.Messages.ReadPosDirMessage(stream);
                break;

            case ServerMessages.VobThrowMessage:
                Vob.Messages.ReadThrow(stream);
                break;

            case ServerMessages.ScriptMessage:
                Client.ScriptObject.ReadScriptMessage(stream);
                break;

            // ScriptVobMessages
            case ServerMessages.ScriptVobMessage:
                Messages.ReadScriptVob(stream);
                break;

            // NPC Messages
            case ServerMessages.NPCPosAngMessage:
                NPC.Messages.ReadPosAngMessage(stream);
                break;

            case ServerMessages.NPCEquipAddMessage:
                NPC.Messages.ReadEquipMessage(stream);
                break;

            case ServerMessages.NPCEquipRemoveMessage:
                NPC.Messages.ReadUnequipMessage(stream);
                break;

            case ServerMessages.NPCEquipSwitchMessage:
                NPC.Messages.ReadEquipSwitchMessage(stream);
                break;

            case ServerMessages.NPCFightModeSetMessage:
                NPC.Messages.ReadFightMode(stream, true);
                break;

            case ServerMessages.NPCFightModeUnsetMessage:
                NPC.Messages.ReadFightMode(stream, false);
                break;

            case ServerMessages.NPCHealthMessage:
                NPC.Messages.ReadHealth(stream);
                break;

            // Player Messages
            case ServerMessages.PlayerInvAddItemMessage:
                WorldObjects.ItemContainers.NPCInventory.Messages.ReadAddItem(stream);
                break;

            case ServerMessages.PlayerInvRemoveItemMessage:
                WorldObjects.ItemContainers.NPCInventory.Messages.ReadRemoveItem(stream);
                break;

            case ServerMessages.PlayerItemAmountChangedMessage:
                WorldObjects.Item.Messages.ReadItemAmountChangedMessage(stream);
                break;

            // Model Messages
            case ServerMessages.ModelAniUncontrolledMessage:
                Model.Messages.ReadAniStartUncontrolled(stream);
                break;

            case ServerMessages.ModelAniStartMessage:
                Model.Messages.ReadAniStart(stream);
                break;

            case ServerMessages.ModelAniStartFPSMessage:
                Model.Messages.ReadAniStartFPS(stream);
                break;

            case ServerMessages.ModelAniStopMessage:
                Model.Messages.ReadAniStop(stream, false);
                break;

            case ServerMessages.ModelAniFadeMessage:
                Model.Messages.ReadAniStop(stream, true);
                break;

            case ServerMessages.ModelOverlayAddMessage:
                Model.Messages.ReadOverlay(stream, true);
                break;

            case ServerMessages.ModelOverlayRemoveMessage:
                Model.Messages.ReadOverlay(stream, false);
                break;

            case ServerMessages.ModelInstanceCreateMessage:
                // TODO: whatever has to be done
                break;

            // vob guiding
            case ServerMessages.GuideAddCmdMessage:
                GuidedVob.Messages.ReadGuideAddCmdMessage(stream);
                break;

            case ServerMessages.GuideAddMessage:
                GuidedVob.Messages.ReadGuideAddMessage(stream);
                break;

            case ServerMessages.GuideRemoveCmdMessage:
                GuidedVob.Messages.ReadGuideRemoveCmdMessage(stream);
                break;

            case ServerMessages.GuideRemoveMessage:
                GuidedVob.Messages.ReadGuideRemoveMessage(stream);
                break;

            case ServerMessages.GuideSetCmdMessage:
                GuidedVob.Messages.ReadGuideSetCmdMessage(stream);
                break;

            case ServerMessages.VobInstanceCreateMessage:
                // TODO: whatever has to be done
                break;

            default:
                Enum undefinedID;
                if (Enum.IsDefined(typeof(ServerMessages), id))
                {
                    undefinedID = id;
                }
                else
                {
                    undefinedID = (DefaultMessageIDTypes)id;
                }
                Logger.LogWarning("Received message with invalid NetworkID! " + undefinedID);
                break;
            }
        }
예제 #28
0
 public void SendMessage(ServerMessages.SendMessage message)
 {
     stream.WriteStartDocument(false);
     xmlSerSend.Serialize(stream, message);
 }
예제 #29
0
 internal static PacketWriter SetupStream(ServerMessages ID)
 {
     pktWriter.Reset();
     pktWriter.Write((byte)ID);
     return(pktWriter);
 }
예제 #30
0
파일: Packet.cs 프로젝트: 67-6f-64/WvsMaple
 public Packet(ServerMessages operationCode) : this((byte)operationCode)
 {
 }
예제 #31
0
파일: Kanturu.cs 프로젝트: fos83/MuEmu
        public override void OnTransition(KanturuBattleOfNightmareState NextState)
        {
            _manager.SendAll(new SKanturuStateChange
            {
                State         = _manager._state,
                btDetailState = (byte)NextState
            });

            switch (NextState)
            {
            case KanturuBattleOfNightmareState.None:
                break;

            case KanturuBattleOfNightmareState.Idle:
                _manager.WarpAllTo(134);
                Trigger(KanturuBattleOfNightmareState.Notify, TimeSpan.FromSeconds(5));
                break;

            case KanturuBattleOfNightmareState.Notify:
                Trigger(KanturuBattleOfNightmareState.Start, TimeSpan.FromSeconds(10));
                _manager.SendAll(new SNotice(NoticeType.Gold, ServerMessages.GetMessage(Messages.Kanturu_NightmareNotify)));
                break;

            case KanturuBattleOfNightmareState.Start:
            {
                _manager.LoadScene(2);
                MonsterIA.InitGroup(23, DieMonster);
                var mob = MonstersMng.Instance.Monsters.FirstOrDefault(x => x.Info.Monster == 361);
                _nightmare           = new PatternManager(mob, Program.XMLConfiguration.Files.NightmarePatterns);
                _nightmare.UseSkill += _nightmare_UseSkill;
                _manager.FailState   = true;
                Trigger(KanturuBattleOfNightmareState.End, TimeSpan.FromSeconds(1200));
                _manager.SendAll(new SKanturuBattleTime {
                        BattleTime = (int)TimeLeft.TotalSeconds
                    });
            }
            break;

            case KanturuBattleOfNightmareState.End:
                _nightmare = null;
                MonsterIA.DelGroup(23);
                _logger.Information("Battle result:{0}", _manager.FailState?"Fail":"Win");
                _manager.SendAll(new SKanturuBattleResult {
                    Result = (byte)(_manager.FailState ? 0 : 1)
                });
                Trigger(KanturuBattleOfNightmareState.EndCycle, TimeSpan.FromSeconds(5));
                break;

            case KanturuBattleOfNightmareState.EndCycle:
                if (_manager.FailState)
                {
                    _manager.Clear();
                }
                else
                {
                    _manager._towerOfRefinement.Initialize();
                    _manager.Trigger(EventState.Closed);
                }
                Trigger(KanturuBattleOfNightmareState.None);
                break;
            }
        }
예제 #32
0
파일: Kanturu.cs 프로젝트: fos83/MuEmu
        public override void OnTransition(KanturuBattleOfMayaState NextState)
        {
            _manager.SendAll(new SKanturuStateChange {
                State         = _manager._state,
                btDetailState = (byte)NextState
            });

            if (NextState == KanturuBattleOfMayaState.EndCycle1 ||
                NextState == KanturuBattleOfMayaState.EndCycle2 ||
                NextState == KanturuBattleOfMayaState.EndCycle3)
            {
                var str = ServerMessages.GetMessage(Messages.Kanturu_NextBattle);
                Program.MapAnoucement(Maps.Kantru1, str).Wait();
                Program.MapAnoucement(Maps.Kantru2, str).Wait();
                Program.MapAnoucement(Maps.Kantru3, str).Wait();
            }

            switch (NextState)
            {
            // Battle Stage 1
            case KanturuBattleOfMayaState.StandBy1:
                Trigger(KanturuBattleOfMayaState.Notify1, TimeSpan.FromSeconds(120));
                break;

            case KanturuBattleOfMayaState.Notify1:
                if (!_manager.CanRun())
                {
                    _manager.FailState = true;
                    Trigger(KanturuBattleOfMayaState.End);
                    return;
                }

                Trigger(KanturuBattleOfMayaState.Start1, TimeSpan.FromSeconds(15));
                break;

            case KanturuBattleOfMayaState.Start1:
                _manager.LoadScene(0);
                Trigger(KanturuBattleOfMayaState.End1, TimeSpan.FromSeconds(900));
                _manager.SendAll(new SKanturuBattleTime {
                    BattleTime = (int)TimeLeft.TotalMilliseconds
                });
                break;

            case KanturuBattleOfMayaState.Maya1:
            {
                _LeftHand  = false;
                _RightHand = false;
                _manager.LoadScene(3);
                MonsterIA.InitGroup(20, DieMonster);
                var h1 = MonstersMng.Instance.Monsters.FirstOrDefault(x => x.Info.Monster == 363 || x.Info.Monster == 362);
                _hand1           = new PatternManager(h1, Program.XMLConfiguration.Files.MayaLeftHandPatterns);
                _hand1.UseSkill += _hand_UseSkill;
            }
            break;

            case KanturuBattleOfMayaState.End1:
                _hand1.UseSkill -= _hand_UseSkill;
                _hand1           = null;
                MonsterIA.DelGroup(20);
                if (_manager.MonsterCount() > 1 || !_LeftHand)
                {
                    _manager.FailState = true;
                    Trigger(KanturuBattleOfMayaState.End);
                    return;
                }
                Trigger(KanturuBattleOfMayaState.EndCycle1, TimeSpan.FromSeconds(5));
                break;

            case KanturuBattleOfMayaState.EndCycle1:
            {
                Trigger(KanturuBattleOfMayaState.StandBy2, TimeSpan.FromSeconds(3));
            }
            break;

            // Battle Stage 2
            case KanturuBattleOfMayaState.StandBy2:
                Trigger(KanturuBattleOfMayaState.Start2, TimeSpan.FromSeconds(60));
                break;

            case KanturuBattleOfMayaState.Start2:
                _manager.LoadScene(0);
                Trigger(KanturuBattleOfMayaState.End2, TimeSpan.FromSeconds(900));
                _manager.SendAll(new SKanturuBattleTime {
                    BattleTime = (int)TimeLeft.TotalMilliseconds
                });
                break;

            case KanturuBattleOfMayaState.Maya2:
            {
                _LeftHand  = false;
                _RightHand = false;
                MonsterIA.InitGroup(21, DieMonster);
                _manager.LoadScene(4);
                var h1 = MonstersMng.Instance.Monsters.FirstOrDefault(x => x.Info.Monster == 363 || x.Info.Monster == 362);
                _hand2           = new PatternManager(h1, Program.XMLConfiguration.Files.MayaRightHandPatterns);
                _hand2.UseSkill += _hand_UseSkill;
            }
            break;

            case KanturuBattleOfMayaState.End2:
                _hand2.UseSkill -= _hand_UseSkill;
                _hand2           = null;
                MonsterIA.DelGroup(21);
                if (_manager.MonsterCount() > 1 || !_RightHand)
                {
                    _manager.FailState = true;
                    Trigger(KanturuBattleOfMayaState.End);
                    return;
                }
                Trigger(KanturuBattleOfMayaState.EndCycle2, TimeSpan.FromSeconds(5));
                break;

            case KanturuBattleOfMayaState.EndCycle2:
                Trigger(KanturuBattleOfMayaState.StandBy3, TimeSpan.FromSeconds(3));
                break;

            // Battle Stage 3
            case KanturuBattleOfMayaState.StandBy3:
                Trigger(KanturuBattleOfMayaState.Start3, TimeSpan.FromSeconds(60));
                break;

            case KanturuBattleOfMayaState.Start3:
                _manager.LoadScene(1);
                Trigger(KanturuBattleOfMayaState.End3, TimeSpan.FromSeconds(900));
                _manager.SendAll(new SKanturuBattleTime {
                    BattleTime = (int)TimeLeft.TotalMilliseconds
                });
                break;

            case KanturuBattleOfMayaState.Maya3:
            {
                _LeftHand  = false;
                _RightHand = false;
                MonsterIA.InitGroup(22, DieMonster);
                _manager.LoadScene(5);
                var h1 = MonstersMng.Instance.Monsters.FirstOrDefault(x => x.Info.Monster == 362);
                var h2 = MonstersMng.Instance.Monsters.FirstOrDefault(x => x.Info.Monster == 363);
                _hand1           = new PatternManager(h1, Program.XMLConfiguration.Files.MayaLeftHandPatterns);
                _hand2           = new PatternManager(h2, Program.XMLConfiguration.Files.MayaRightHandPatterns);
                _hand1.UseSkill += _hand_UseSkill;
                _hand2.UseSkill += _hand_UseSkill;
            }
            break;

            case KanturuBattleOfMayaState.End3:
                _hand1.UseSkill -= _hand_UseSkill;
                _hand2.UseSkill -= _hand_UseSkill;
                _hand1           = null;
                _hand2           = null;
                MonsterIA.DelGroup(22);
                if (_manager.MonsterCount() > 1 || !_LeftHand || !_RightHand)
                {
                    _manager.FailState = true;
                    Trigger(KanturuBattleOfMayaState.End);
                    return;
                }
                Trigger(KanturuBattleOfMayaState.EndCycle3, TimeSpan.FromSeconds(5));
                break;

            case KanturuBattleOfMayaState.EndCycle3:
                Trigger(KanturuBattleOfMayaState.End, TimeSpan.FromSeconds(3));
                break;

            case KanturuBattleOfMayaState.End:
                Trigger(KanturuBattleOfMayaState.EndCycle, TimeSpan.FromSeconds(3));
                if (_manager.FailState)
                {
                    _manager.SendAll(new SNotice(NoticeType.Gold, ServerMessages.GetMessage(Messages.Kanturu_Fail)));
                }
                break;

            case KanturuBattleOfMayaState.EndCycle:
                if (!_manager.FailState)
                {
                    _manager._battleOfNightmare.Initialize();
                }
                else
                {
                    _manager.Trigger(EventState.Open);
                }
                Trigger(KanturuBattleOfMayaState.None);
                break;
            }
        }