상속: global::ProtoBuf.IExtensible
예제 #1
0
        ////////////////////////////////////修改自身属性end
        /////////////////////////////////////////////////////////////////

        public void RequireEnterGameServer()
        {
            NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
            xData.Name    = ByteString.CopyFromUtf8(mLoginModule.mRoleName);
            xData.Account = ByteString.CopyFromUtf8(mLoginModule.mAccount);
            xData.GameId  = 0;
            xData.Id      = mHelpModule.NFToPB(mLoginModule.mRoleID);

            mxBody.SetLength(0);
            xData.WriteTo(mxBody);

            SendMsg((int)NFMsg.EGameMsgID.ReqEnterGame, mxBody);
        }
예제 #2
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        public void RequireEnterGameServer(NFrame.NFGUID objectID, string strAccount, string strRoleName, int nServerID)
        {
            NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
            xData.name    = UnicodeEncoding.Default.GetBytes(strRoleName);
            xData.account = UnicodeEncoding.Default.GetBytes(strAccount);
            xData.game_id = nServerID;
            xData.id      = NFNetController.NFToPB(objectID);

            mxBody.SetLength(0);
            mxSerializer.Serialize(mxBody, xData);

            SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, mxBody);
        }
예제 #3
0
    public void RequireEnterGameServer(NFrame.NFGUID objectID, string strAccount, string strRoleName, int nServerID)
    {
        NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
        xData.name    = UnicodeEncoding.Default.GetBytes(strRoleName);
        xData.account = UnicodeEncoding.Default.GetBytes(strAccount);
        xData.game_id = nServerID;
        xData.id      = NFToPB(objectID);

        MemoryStream stream = new MemoryStream();

        Serializer.Serialize <NFMsg.ReqEnterGameServer>(stream, xData);

        SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, stream);
    }
예제 #4
0
        public void RequireEnterGameServer(int nRoleIndex)
        {
            m_nRoleIndex = nRoleIndex;
            Debug.Log("RequireEnterGameServer:" + nRoleIndex);
            NFMsg.RoleLiteInfo       info  = (NFMsg.RoleLiteInfo)mRoleList[nRoleIndex];
            NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
            xData.name    = info.noob_name;
            xData.account = ByteString.CopyFromUtf8(mLoginModule.mAccount);
            xData.game_id = mLoginModule.mServerID;
            xData.id      = info.id;
            MemoryStream stream = new MemoryStream();

            xData.WriteTo(stream);

            mRoleID             = mHelpModule.PBToNF(info.id);
            mNetModule.mOwnerID = mRoleID;

            mNetModule.SendToServerByPB(NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, stream);
        }
예제 #5
0
        public void RequireEnterGameServer(int nRoleIndex)
        {
            m_nRoleIndex = nRoleIndex;
            Debug.Log("RequireEnterGameServer:" + nRoleIndex);
            NFMsg.RoleLiteInfo       info  = (NFMsg.RoleLiteInfo)mRoleList[nRoleIndex];
            NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
            xData.name    = info.noob_name;
            xData.account = UnicodeEncoding.Default.GetBytes(NFCLoginLogic.Instance().mAccount);
            xData.game_id = NFCLoginLogic.Instance().mServerID;
            xData.id      = info.id;
            MemoryStream stream = new MemoryStream();

            Serializer.Serialize <NFMsg.ReqEnterGameServer>(stream, xData);

            mRoleID = PBToNF(info.id);
            NFCNetLogic.Instance().mOwnerID = mRoleID;

            NFCNetLogic.Instance().SendToServerByPB(NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, stream);
        }
예제 #6
0
    public void RequireEnterGameServer(NFCoreEx.NFIDENTID objectID, string strAccount, string strRoleName, int nServerID)
    {
        NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
        xData.name = UnicodeEncoding.Default.GetBytes(strRoleName);
        xData.account = UnicodeEncoding.Default.GetBytes(strAccount);
        xData.game_id = nServerID;
        xData.id = NFToPB(objectID);

        MemoryStream stream = new MemoryStream();
        Serializer.Serialize<NFMsg.ReqEnterGameServer>(stream, xData);

        SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, stream);
    }
예제 #7
0
    public void RequireEnterGameServer(NFCoreEx.NFIDENTID objectID, string strAccount, string strRoleName, int nServerID)
    {
        NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
        xData.name = UnicodeEncoding.Default.GetBytes(strRoleName);
        xData.account = UnicodeEncoding.Default.GetBytes(strAccount);
        xData.game_id = nServerID;
        xData.id = NFToPB(objectID);

        MemoryStream stream = new MemoryStream();
        Serializer.Serialize<NFMsg.ReqEnterGameServer>(stream, xData);

        SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, stream);

        if (NFStart.Instance.bDebugMode)
        {
            //EGMI_ACK_OBJECT_ENTRY
            //property
            //EGMI_ACK_SWAP_SCENE
            //EGMI_ACK_OBJECT_ENTRY
            //property
            float fX = 0.0f;
            float fY = 0.0f;
            float fZ = 0.0f;
            NFIElement xElement = NFCElementManager.Instance.GetElement("1");
            if (null != xElement)
            {
                string strRelivePos = xElement.QueryString("RelivePos");
                string[] sArray = strRelivePos.Split(';');
                if (sArray.Length > 0)
                {
                    sArray = sArray[0].Split(',');
                }

                if (sArray.Length == 3)
                {
                    fX = float.Parse(sArray[0]);
                    fY = float.Parse(sArray[1]);
                    fZ = float.Parse(sArray[2]);
                }
            }
            /////////////////////////////////////////////
            //mainplayer
            NFMsg.AckPlayerEntryList xAckMainBodyData = new NFMsg.AckPlayerEntryList();
            NFMsg.PlayerEntryInfo xInfo = new NFMsg.PlayerEntryInfo();
            NFMsg.Ident xID = new NFMsg.Ident();
            xInfo.object_guid = xID;
            xInfo.x = fX;
            xInfo.y = fY;
            xInfo.z = fZ;
            xInfo.career_type = 1;
            xInfo.player_state = 1;
            xInfo.config_id = UnicodeEncoding.Default.GetBytes("");
            xInfo.scene_id = 1;
            xInfo.class_id = UnicodeEncoding.Default.GetBytes("Player");

            xAckMainBodyData.object_list.Add(xInfo);

            MemoryStream xAckMianPlayerBodyStream = new MemoryStream();
            Serializer.Serialize<NFMsg.AckPlayerEntryList>(xAckMianPlayerBodyStream, xAckMainBodyData);

            NFMsg.MsgBase xAckMianPlayerData = new NFMsg.MsgBase();
            xAckMianPlayerData.player_id = xID;
            xAckMianPlayerData.msg_data = xAckMianPlayerBodyStream.ToArray();

            MemoryStream xAckAllStream = new MemoryStream();
            Serializer.Serialize<NFMsg.MsgBase>(xAckAllStream, xAckMianPlayerData);

            MsgHead head = new MsgHead();
            head.unMsgID = (UInt16)NFMsg.EGameMsgID.EGMI_ACK_OBJECT_ENTRY;
            head.unDataLen = (UInt32)xAckAllStream.Length + (UInt32)ConstDefine.NF_PACKET_HEAD_SIZE;

            xNet.mxBinMsgEvent.OnMessageEvent(head, xAckAllStream.ToArray());
            /////////////////////////////////////////////
            //property

            NFMsg.ObjectPropertyInt propertyData = new NFMsg.ObjectPropertyInt();

            PropertyInt xPropertyInt = new PropertyInt();
            xPropertyInt.property_name = UnicodeEncoding.Default.GetBytes("MOVE_SPEED");
            xPropertyInt.data = 50000;
            propertyData.property_list.Add(xPropertyInt);
            propertyData.player_id = xID;

            MemoryStream xAckPropertyIntStream = new MemoryStream();
            Serializer.Serialize<NFMsg.ObjectPropertyInt>(xAckPropertyIntStream, propertyData);

            NFMsg.MsgBase xPropertyIntMsg = new NFMsg.MsgBase();
            xPropertyIntMsg.player_id = xID;
            xPropertyIntMsg.msg_data = xAckPropertyIntStream.ToArray();

            MemoryStream xAckPropertyIntAllStream = new MemoryStream();
            Serializer.Serialize<NFMsg.MsgBase>(xAckPropertyIntAllStream, xPropertyIntMsg);

            MsgHead xAckPropertyhead = new MsgHead();
            xAckPropertyhead.unMsgID = (UInt16)NFMsg.EGameMsgID.EGMI_ACK_PROPERTY_INT;
            xAckPropertyhead.unDataLen = (UInt32)xAckPropertyIntAllStream.Length + (UInt32)ConstDefine.NF_PACKET_HEAD_SIZE;

            xNet.mxBinMsgEvent.OnMessageEvent(xAckPropertyhead, xAckPropertyIntAllStream.ToArray());

            /////////////////////////////////////////////
            xNet.mPlayerState = NFNet.PLAYER_STATE.E_PLAYER_GAMEING;
            //NFCRenderInterface.Instance.LoadScene(1, fX, fY, fZ);
            /////////////////////////////////////////////

            //npc
            NFMsg.AckPlayerEntryList xAckNPCBodyData = new NFMsg.AckPlayerEntryList();
            for (int i = 0; i < 5; ++i)
            {
                NFMsg.PlayerEntryInfo xNPCInfo = new NFMsg.PlayerEntryInfo();

                NFMsg.Ident xNPCID = new NFMsg.Ident();
                xNPCID.index = i + 10000;
                xNPCInfo.object_guid = xNPCID;
                xNPCInfo.x = fX + i;
                xNPCInfo.y = fY;
                xNPCInfo.z = fZ + i;
                xNPCInfo.career_type = 1;
                xNPCInfo.player_state = 1;
                xNPCInfo.config_id = UnicodeEncoding.Default.GetBytes("");
                xNPCInfo.scene_id = 1;
                xNPCInfo.class_id = UnicodeEncoding.Default.GetBytes("Player");

                xAckNPCBodyData.object_list.Add(xNPCInfo);
            }

            MemoryStream xAckNPCBodyStream = new MemoryStream();
            Serializer.Serialize<NFMsg.AckPlayerEntryList>(xAckNPCBodyStream, xAckNPCBodyData);

            NFMsg.MsgBase xAckNPCrData = new NFMsg.MsgBase();
            xAckNPCrData.player_id = xID;
            xAckNPCrData.msg_data = xAckNPCBodyStream.ToArray();

            MemoryStream xAckAllNPCStream = new MemoryStream();
            Serializer.Serialize<NFMsg.MsgBase>(xAckAllNPCStream, xAckNPCrData);

            MsgHead xNPCHead = new MsgHead();
            xNPCHead.unMsgID = (UInt16)NFMsg.EGameMsgID.EGMI_ACK_OBJECT_ENTRY;
            xNPCHead.unDataLen = (UInt32)xAckAllNPCStream.Length + (UInt32)ConstDefine.NF_PACKET_HEAD_SIZE;

            xNet.mxBinMsgEvent.OnMessageEvent(xNPCHead, xAckAllNPCStream.ToArray());
            //////////////////////////////////////////////
        }
    }
예제 #8
0
    public void RequireEnterGameServer(NFCoreEx.NFIDENTID objectID, string strAccount, string strRoleName, int nServerID)
    {
        NFMsg.ReqEnterGameServer xData = new NFMsg.ReqEnterGameServer();
        xData.name    = UnicodeEncoding.Default.GetBytes(strRoleName);
        xData.account = UnicodeEncoding.Default.GetBytes(strAccount);
        xData.game_id = nServerID;
        xData.id      = NFToPB(objectID);

        MemoryStream stream = new MemoryStream();

        Serializer.Serialize <NFMsg.ReqEnterGameServer>(stream, xData);

        SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_ENTER_GAME, stream);

        if (NFStart.Instance.bDebugMode)
        {
            //EGMI_ACK_OBJECT_ENTRY
            //property
            //EGMI_ACK_SWAP_SCENE
            //EGMI_ACK_OBJECT_ENTRY
            //property
            float      fX       = 0.0f;
            float      fY       = 0.0f;
            float      fZ       = 0.0f;
            NFIElement xElement = NFCElementManager.Instance.GetElement("1");
            if (null != xElement)
            {
                string   strRelivePos = xElement.QueryString("RelivePos");
                string[] sArray       = strRelivePos.Split(';');
                if (sArray.Length > 0)
                {
                    sArray = sArray[0].Split(',');
                }

                if (sArray.Length == 3)
                {
                    fX = float.Parse(sArray[0]);
                    fY = float.Parse(sArray[1]);
                    fZ = float.Parse(sArray[2]);
                }
            }
            /////////////////////////////////////////////
            //mainplayer
            NFMsg.AckPlayerEntryList xAckMainBodyData = new NFMsg.AckPlayerEntryList();
            NFMsg.PlayerEntryInfo    xInfo            = new NFMsg.PlayerEntryInfo();
            NFMsg.Ident xID = new NFMsg.Ident();
            xInfo.object_guid  = xID;
            xInfo.x            = fX;
            xInfo.y            = fY;
            xInfo.z            = fZ;
            xInfo.career_type  = 1;
            xInfo.player_state = 1;
            xInfo.config_id    = UnicodeEncoding.Default.GetBytes("");
            xInfo.scene_id     = 1;
            xInfo.class_id     = UnicodeEncoding.Default.GetBytes("Player");

            xAckMainBodyData.object_list.Add(xInfo);

            MemoryStream xAckMianPlayerBodyStream = new MemoryStream();
            Serializer.Serialize <NFMsg.AckPlayerEntryList>(xAckMianPlayerBodyStream, xAckMainBodyData);

            NFMsg.MsgBase xAckMianPlayerData = new NFMsg.MsgBase();
            xAckMianPlayerData.player_id = xID;
            xAckMianPlayerData.msg_data  = xAckMianPlayerBodyStream.ToArray();

            MemoryStream xAckAllStream = new MemoryStream();
            Serializer.Serialize <NFMsg.MsgBase>(xAckAllStream, xAckMianPlayerData);

            MsgHead head = new MsgHead();
            head.unMsgID   = (UInt16)NFMsg.EGameMsgID.EGMI_ACK_OBJECT_ENTRY;
            head.unDataLen = (UInt32)xAckAllStream.Length + (UInt32)ConstDefine.NF_PACKET_HEAD_SIZE;

            xNet.mxBinMsgEvent.OnMessageEvent(head, xAckAllStream.ToArray());
            /////////////////////////////////////////////
            //property

            NFMsg.ObjectPropertyInt propertyData = new NFMsg.ObjectPropertyInt();

            PropertyInt xPropertyInt = new PropertyInt();
            xPropertyInt.property_name = UnicodeEncoding.Default.GetBytes("MOVE_SPEED");
            xPropertyInt.data          = 50000;
            propertyData.property_list.Add(xPropertyInt);
            propertyData.player_id = xID;

            MemoryStream xAckPropertyIntStream = new MemoryStream();
            Serializer.Serialize <NFMsg.ObjectPropertyInt>(xAckPropertyIntStream, propertyData);

            NFMsg.MsgBase xPropertyIntMsg = new NFMsg.MsgBase();
            xPropertyIntMsg.player_id = xID;
            xPropertyIntMsg.msg_data  = xAckPropertyIntStream.ToArray();

            MemoryStream xAckPropertyIntAllStream = new MemoryStream();
            Serializer.Serialize <NFMsg.MsgBase>(xAckPropertyIntAllStream, xPropertyIntMsg);

            MsgHead xAckPropertyhead = new MsgHead();
            xAckPropertyhead.unMsgID   = (UInt16)NFMsg.EGameMsgID.EGMI_ACK_PROPERTY_INT;
            xAckPropertyhead.unDataLen = (UInt32)xAckPropertyIntAllStream.Length + (UInt32)ConstDefine.NF_PACKET_HEAD_SIZE;

            xNet.mxBinMsgEvent.OnMessageEvent(xAckPropertyhead, xAckPropertyIntAllStream.ToArray());

            /////////////////////////////////////////////
            xNet.mPlayerState = NFNet.PLAYER_STATE.E_PLAYER_GAMEING;
            //NFCRenderInterface.Instance.LoadScene(1, fX, fY, fZ);
            /////////////////////////////////////////////

            //npc
            NFMsg.AckPlayerEntryList xAckNPCBodyData = new NFMsg.AckPlayerEntryList();
            for (int i = 0; i < 5; ++i)
            {
                NFMsg.PlayerEntryInfo xNPCInfo = new NFMsg.PlayerEntryInfo();

                NFMsg.Ident xNPCID = new NFMsg.Ident();
                xNPCID.index          = i + 10000;
                xNPCInfo.object_guid  = xNPCID;
                xNPCInfo.x            = fX + i;
                xNPCInfo.y            = fY;
                xNPCInfo.z            = fZ + i;
                xNPCInfo.career_type  = 1;
                xNPCInfo.player_state = 1;
                xNPCInfo.config_id    = UnicodeEncoding.Default.GetBytes("");
                xNPCInfo.scene_id     = 1;
                xNPCInfo.class_id     = UnicodeEncoding.Default.GetBytes("Player");

                xAckNPCBodyData.object_list.Add(xNPCInfo);
            }

            MemoryStream xAckNPCBodyStream = new MemoryStream();
            Serializer.Serialize <NFMsg.AckPlayerEntryList>(xAckNPCBodyStream, xAckNPCBodyData);

            NFMsg.MsgBase xAckNPCrData = new NFMsg.MsgBase();
            xAckNPCrData.player_id = xID;
            xAckNPCrData.msg_data  = xAckNPCBodyStream.ToArray();

            MemoryStream xAckAllNPCStream = new MemoryStream();
            Serializer.Serialize <NFMsg.MsgBase>(xAckAllNPCStream, xAckNPCrData);

            MsgHead xNPCHead = new MsgHead();
            xNPCHead.unMsgID   = (UInt16)NFMsg.EGameMsgID.EGMI_ACK_OBJECT_ENTRY;
            xNPCHead.unDataLen = (UInt32)xAckAllNPCStream.Length + (UInt32)ConstDefine.NF_PACKET_HEAD_SIZE;

            xNet.mxBinMsgEvent.OnMessageEvent(xNPCHead, xAckAllNPCStream.ToArray());
            //////////////////////////////////////////////
        }
    }