WriteUInt64() 공개 메소드

Writes an unsigned 64 bit integer to this PacketStream instance.
public WriteUInt64 ( ulong Value ) : void
Value ulong The unsigned 64 bit integer to write.
리턴 void
        /// <summary>
        /// A cityserver logged in!
        /// </summary>
        public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("CityServer logged in!\r\n");

            string Name = P.ReadString();
            string Description = P.ReadString();
            string IP = P.ReadString();
            int Port = P.ReadInt32();
            CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
            ulong Thumbnail = P.ReadUInt64();
            string UUID = P.ReadString();
            ulong Map = P.ReadUInt64();

            CityInfo Info = new CityInfo(true);
            Info.Name = Name;
            Info.Description = Description;
            Info.IP = IP;
            Info.Port = Port;
            Info.Status = Status;
            Info.Thumbnail = Thumbnail;
            Info.UUID = UUID;
            Info.Map = Map;
            Info.Client = Client;
            Info.Online = true;

            NetworkFacade.CServerListener.CityServers.Add(Info);
            NetworkFacade.CServerListener.PotentialLogins.TryTake(out Client);

            NetworkClient[] Clients = new NetworkClient[NetworkFacade.ClientListener.Clients.Count];
            NetworkFacade.ClientListener.Clients.CopyTo(Clients, 0);

            PacketStream ClientPacket = new PacketStream((byte)PacketType.NEW_CITY_SERVER, 0);
            ClientPacket.WriteString(Name);
            ClientPacket.WriteString(Description);
            ClientPacket.WriteString(IP);
            ClientPacket.WriteInt32(Port);
            ClientPacket.WriteByte((byte)Status);
            ClientPacket.WriteUInt64(Thumbnail);
            ClientPacket.WriteString(UUID);
            ClientPacket.WriteUInt64(Map);

            foreach(NetworkClient Receiver in Clients)
                Receiver.SendEncrypted((byte)PacketType.NEW_CITY_SERVER, ClientPacket.ToArray());
        }
예제 #2
0
        /// <summary>
        /// Sends a CharacterCreate packet to the LoginServer.
        /// </summary>
        /// <param name="Character">The character to create.</param>
        /// <param name="TimeStamp">The timestamp of when this character was created.</param>
        public static void SendCharacterCreate(TSOClient.VM.Sim Character, string TimeStamp)
        {
            PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_CREATE, 0);
            Packet.WritePascalString(PlayerAccount.Client.ClientEncryptor.Username);
            Packet.WritePascalString(TimeStamp);
            Packet.WritePascalString(Character.Name);
            Packet.WritePascalString(Character.Sex);
            Packet.WritePascalString(Character.Description);
            Packet.WriteUInt64(Character.HeadOutfitID);
            Packet.WriteUInt64(Character.BodyOutfitID);
            Packet.WriteByte((byte)Character.AppearanceType);

            Packet.WritePascalString(Character.ResidingCity.Name);
            Packet.WriteUInt64(Character.ResidingCity.Thumbnail);
            Packet.WritePascalString(Character.ResidingCity.UUID);
            Packet.WriteUInt64(Character.ResidingCity.Map);
            Packet.WritePascalString(Character.ResidingCity.IP);
            Packet.WriteInt32(Character.ResidingCity.Port);

            byte[] PacketData = Packet.ToArray();
            PlayerAccount.Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE, PacketData);
        }
예제 #3
0
        /// <summary>
        /// Client requested information about a city.
        /// </summary>
        public static void HandleCityInfoRequest(NetworkClient Client, ProcessedPacket P)
        {
            //This packet only contains a dummy byte, don't bother reading it.
            PacketStream Packet = new PacketStream((byte)PacketType.CITY_LIST, 0);
            Packet.WriteByte((byte)NetworkFacade.CServerListener.CityServers.Count);

            if (NetworkFacade.CServerListener.CityServers.Count > 0)
            {
                lock (NetworkFacade.CServerListener.CityServers)
                {
                    foreach (CityInfo CInfo in NetworkFacade.CServerListener.CityServers)
                    {
                        Packet.WriteString(CInfo.Name);
                        Packet.WriteString(CInfo.Description);
                        Packet.WriteString(CInfo.IP);
                        Packet.WriteInt32(CInfo.Port);

                        //Hack (?) to ensure status is written correctly.
                        switch (CInfo.Status)
                        {
                            case CityInfoStatus.Ok:
                                Packet.WriteByte(1);
                                break;
                            case CityInfoStatus.Busy:
                                Packet.WriteByte(2);
                                break;
                            case CityInfoStatus.Full:
                                Packet.WriteByte(3);
                                break;
                            case CityInfoStatus.Reserved:
                                Packet.WriteByte(4);
                                break;
                        }

                        Packet.WriteUInt64(CInfo.Thumbnail);
                        Packet.WriteString(CInfo.UUID);
                        Packet.WriteUInt64(CInfo.Map);
                    }
                }
            }

            Client.SendEncrypted((byte)PacketType.CITY_LIST, Packet.ToArray());
        }
        public override void RemoveClient(NetworkClient Client)
        {
            CityInfo Info = CityServers.FirstOrDefault(x => x.Client == Client);

            if (CityServers.TryTake(out Info))
            {
                lock (NetworkFacade.ClientListener.Clients)
                {
                    PacketStream ClientPacket = new PacketStream((byte)PacketType.CITY_SERVER_OFFLINE, 0);
                    ClientPacket.WriteString(Info.Name);
                    ClientPacket.WriteString(Info.Description);
                    ClientPacket.WriteString(Info.IP);
                    ClientPacket.WriteInt32(Info.Port);
                    ClientPacket.WriteByte((byte)Info.Status);
                    ClientPacket.WriteUInt64(Info.Thumbnail);
                    ClientPacket.WriteString(Info.UUID);
                    ClientPacket.WriteUInt64(Info.Map);

                    foreach (NetworkClient Receiver in NetworkFacade.ClientListener.Clients)
                        Receiver.SendEncrypted((byte)PacketType.CITY_SERVER_OFFLINE, ClientPacket.ToArray());
                }

                Debug.WriteLine("Removed CityServer!");
            }
        }