/// <summary> /// Helper function for "ExtractMessage" /// </summary> /// <param name="e">LoginMode Buffer</param> /// <param name="PI">Decoded PI</param> /// <returns>Typed message or generic</returns> protected unsafe GameMessage ExtractLoginModeMessage(MessageBufferEventArgs e, MessageTypeLoginMode PI) { GameMessage TypedMessage = null; // pin the byte[] for pointer parsers fixed (byte* pBuffer = e.MessageBuffer) { byte* pMessage = pBuffer; switch (PI) { case MessageTypeLoginMode.Login: // PI: 2 TypedMessage = new LoginMessage(e.MessageBuffer); break; case MessageTypeLoginMode.ReqGame: // PI: 4 TypedMessage = new ReqGameStateMessage(e.MessageBuffer); break; case MessageTypeLoginMode.ReqAdmin: // PI: 5 TypedMessage = new ReqAdminMessageLoginMode(e.MessageBuffer); break; case MessageTypeLoginMode.GetClient: // PI: 7 TypedMessage = new GetClientMessage(e.MessageBuffer); break; case MessageTypeLoginMode.GetLogin: // PI: 21 TypedMessage = new GetLoginMessage(e.MessageBuffer); break; case MessageTypeLoginMode.GetChoice: // PI: 22 TypedMessage = new GetChoiceMessage(e.MessageBuffer); HandleGetChoice((GetChoiceMessage)TypedMessage); break; case MessageTypeLoginMode.LoginOK: // PI: 23 TypedMessage = new LoginOKMessage(e.MessageBuffer); break; case MessageTypeLoginMode.LoginFailed: // PI: 24 TypedMessage = new LoginFailedMessage(e.MessageBuffer); break; case MessageTypeLoginMode.Game: // PI: 25 TypedMessage = new GameStateMessage(e.MessageBuffer); HandleGameState((GameStateMessage)TypedMessage); break; case MessageTypeLoginMode.Admin: // PI: 26 TypedMessage = new AdminMessageLoginMode(e.MessageBuffer); break; case MessageTypeLoginMode.Credits: // PI: 30 TypedMessage = new CreditsMessage(e.MessageBuffer); break; case MessageTypeLoginMode.Download: // PI: 31 TypedMessage = new DownloadMessage(ref pMessage); break; case MessageTypeLoginMode.Message: // PI: 34 TypedMessage = new LoginModeMessageMessage(e.MessageBuffer); break; case MessageTypeLoginMode.NoCharacters: // PI: 37 TypedMessage = new NoCharactersMessage(e.MessageBuffer); break; default: TypedMessage = new GenericGameMessage(e.MessageBuffer); // All unknown ones break; } } return TypedMessage; }
/// <summary> /// /// </summary> /// <param name="Message"></param> protected void HandleGetClientMessage(GetClientMessage Message) { // set connection state connectionState = ConnectionState.Authenticated; // log Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Authenticated"); }
/// <summary> /// /// </summary> /// <param name="Message"></param> protected override void HandleGetClientMessage(GetClientMessage Message) { ui.ShowAppVersionError(); }