Пример #1
0
        public static void ProcessPacket(WorldClient Client, string Packet)
        {
            switch (Packet[1])
            {
            case 'W':
                ConquestHandler.ProcessConquestGepositionRequest(Client, Packet);
                break;

            case 'I':
                ConquestHandler.ProcessConquestDefenseRequest(Client, Packet);
                break;

            case 'B':
                float porc  = AreaSubTable.getWorldBalance(Client.Character.Alignement);
                float porcN = (float)Math.Round((double)Client.Character.Level / 2.5F + 1.0D);
                Client.Send(new ConquestBonusMessage(porc + "," + porc + "," + porc + ";" + porcN + "," + porcN + "," + porcN + ";" + porc + "," + porc + "," + porc));
                break;

            case 'b':
                Client.Send(new ConquestBalanceMessage(AreaSubTable.getWorldBalance(Client.Character.Alignement) + ";" + AreaTable.getAreaBalance(Client.Character.myMap.subArea.area, Client.Character.Alignement)));
                break;

            case 'F':
                ConquestHandler.ProcessConquestJoinDefenseRequest(Client, Packet);
                break;
            }
        }
Пример #2
0
        public static void Initialize()
        {
            nextPlayerGuid = CharacterTable.getNextGuid();
            nextPlayerGuid++;
            nextItemGuid = InventoryItemTable.getNextGuid();
            nextItemGuid++;
            nextGuildId = GuildTable.getNextGuid();
            nextGuildId++;
            nextMountId = MountTable.getNextGuid();
            nextMountId++;
            nextSpeakingId = SpeakingTable.getNextGuid();
            nextSpeakingId++;
            SpellTable.Load();
            ExpFloorTable.Load();
            MonsterTable.Load();
            ItemTemplateTable.Load();
            ItemTemplateTable.LoadItemActions();
            ItemSetTable.Load();
            DropTable.Load();
            TitleTable.Load();
            IObjectTemplateTable.Load();
            AreaTable.Load();
            AreaSubTable.Load();
            MapTable.Load();
            MapTable.LoadActions();
            CellActionTable.Load();
            MobGroupFixTable.Load();
            BreedTable.Load();
            NpcTemplateTable.Load();
            NpcTemplateTable.LoadPlaces();
            NpcQuestionTable.Load();
            NpcReplyTable.Load();
            ShopNpcTable.Initialize();
            GuildTable.Load();
            CharactersGuildTable.Load();
            TaxCollectorTable.Load();
            PrismeTable.Load();
            BidHouseTable.Load();
            BidHouseTable.LoadItems();
            MountParkTable.Load();
            StaticMountTable.Load();
            MountTable.Load();//TODO Dynamic load of Character mount
            ZaapTable.Load();
            ZaapiTable.Load();

            var Timer = new System.Timers.Timer(1000 * 60 * 25);

            Timer.Elapsed += delegate(object sender, ElapsedEventArgs e)
            {
                Save();
            };
            Timer.Start();
        }
Пример #3
0
        /// <summary>
        /// Sauvegarde les changements effectués.
        /// </summary>
        public static bool Save()
        {
            try
            {
                lock (mySyncSave)
                {
                    long StartTime = Environment.TickCount;
                    Logger.Info("World saving ...");

                    // Execution des requetes
                    lock (mySaveQueue)
                        while (mySaveQueue.Count != 0)
                        {
                            mySaveQueue.Dequeue()();
                        }

                    lock (GuildTable.Cache)
                        foreach (var Guild in GuildTable.Cache.Values)
                        {
                            Guild.SaveChanges();
                            GuildTable.Update(Guild);
                        }

                    lock (CharacterTable.myCharacterById)
                        foreach (var Character in CharacterTable.myCharacterById.Values.Where(x => x.myInitialized))
                        {
                            CharacterTable.Update(Character);
                        }

                    lock (SpeakingTable.Cache)
                        foreach (var Speaking in SpeakingTable.Cache.Values)
                        {
                            SpeakingTable.Add(Speaking);
                        }

                    lock (AreaTable.Cache)
                        foreach (var area in AreaTable.Cache.Values)
                        {
                            AreaTable.Update(area);
                        }

                    lock (AreaSubTable.Cache)
                        foreach (var subarea in AreaSubTable.Cache.Values)
                        {
                            AreaSubTable.Save(subarea);
                        }

                    lock (BidHouseTable.Cache)
                    {
                        var BHI = new List <BidHouseItem>();
                        foreach (var BH in BidHouseTable.Cache.Values)
                        {
                            BHI.AddRange(BH.getAllEntry());
                        }
                        BidHouseTable.Update(BHI);
                    }

                    Logger.Info("World saved in " + (Environment.TickCount - StartTime) + "ms");

                    return(true);
                }
            }
            catch (Exception ex)
            {
                Logger.Error("DatabaseEntities::Save() " + ex.ToString());

                return(false);
            }
        }