Пример #1
0
        private Events?Handle(CSVCMsg_PacketEntities message)
        {
            using (var stream = Bitstream.CreateWith(message.entity_data))
            {
                entityUpdater.Update(
                    stream,
                    (uint)message.baseline,
                    message.update_baseline,
                    (uint)message.updated_entries,
                    message.is_delta);
            }

            if (message.update_baseline)
            {
                var ack = new CCLCMsg_BaselineAck
                {
                    baseline_nr   = state.Baseline,
                    baseline_tick = (int)state.ServerTick
                };
                var ackMsg = DotaGameConnection.ConvertProtoToMessage(
                    (uint)CLC_Messages.clc_BaselineAck,
                    ack);
                connection.SendReliably(ackMsg);
                return(null);
            }
            return(null);
        }
Пример #2
0
        private Event?Process(CSVCMsg_PacketEntities message)
        {
            log.Debug("svc_PacketEntities is_delta: "
                      + message.is_delta
                      + " baseline: " + message.baseline
                      + " update_baseline: " + message.update_baseline
                      + " delta: " + message.delta_from);

            using (var stream = Bitstream.CreateWith(message.entity_data)) {
                entityUpdater.Update(
                    stream,
                    (uint)message.baseline,
                    message.update_baseline,
                    (uint)message.updated_entries,
                    message.is_delta);
            }

            if (message.update_baseline)
            {
                var ack = new CCLCMsg_BaselineAck();
                ack.baseline_nr   = client.Baseline;
                ack.baseline_tick = (int)client.ServerTick;
                var ackMsg = Connection.ConvertProtoToMessage <CCLCMsg_BaselineAck>(
                    (uint)CLC_Messages.clc_BaselineAck,
                    ack);
                connection.SendReliably(ackMsg);
                return(null);
            }
            else
            {
                return(null);
            }
        }
Пример #3
0
        public void EnterGame()
        {
            var ack = new CCLCMsg_BaselineAck();

            ack.baseline_nr   = state.Baseline;
            ack.baseline_tick = (int)state.ServerTick;
            var ackMsg = DotaGameConnection.ConvertProtoToMessage(
                (uint)CLC_Messages.clc_BaselineAck,
                ack);

            var ss = new CNETMsg_SignonState();

            ss.num_server_players = 0;
            ss.signon_state       = (uint)SIGNONSTATE.SIGNONSTATE_FULL;
            ss.spawn_count        = state.ServerCount;

            var ssMessage = DotaGameConnection.ConvertProtoToMessage(
                (uint)NET_Messages.net_SignonState,
                ss);

            var le = new CCLCMsg_ListenEvents();

            for (uint i = 0; i < 267; i += 32)
            {
                le.event_mask.Add(0xffffffff);
            }
            le.event_mask.Add(0x000003ff);
            var leMessage = DotaGameConnection.ConvertProtoToMessage(
                (uint)CLC_Messages.clc_ListenEvents,
                le);

            connection.SendReliably(ackMsg, ssMessage, leMessage);

            var clientMsgs = new List <DotaGameConnection.Message>();

            for (var i = 0; i < 10; ++i)
            {
                var msg = new CCLCMsg_ClientMessage();
                msg.data     = new byte[] { 0x0D, 0xCD, 0xCC, 0xCC, 0x3F };
                msg.msg_type = 2;

                var msgMessage = DotaGameConnection.ConvertProtoToMessage(
                    (uint)CLC_Messages.clc_ClientMessage,
                    msg);
                clientMsgs.Add(msgMessage);
            }
            connection.SendUnreliably(clientMsgs.ToArray());
        }