// game data request public void ReceiveGameDataRequest(Socket clientSocket, byte[] data) { // packet serialize GameDataRequestPacket receivePacket = new GameDataRequestPacket(data); GameDataRequestData gameDataRequestData = receivePacket.GetData(); // process List <StoreData> storeDataSet = new List <StoreData>(); List <ItemData> itemDataSet = new List <ItemData>(); dataProcessor.GetGameData(gameDataRequestData.playerID, storeDataSet, itemDataSet); // send store data foreach (StoreData element in storeDataSet) { StoreDataPacket sendPacket = new StoreDataPacket(element); networkProcessor.Send(clientSocket, sendPacket); } // send item data foreach (ItemData element in itemDataSet) { ItemDataPacket sendPacket = new ItemDataPacket(element); networkProcessor.Send(clientSocket, sendPacket); } }
// store create request public void ReceiveStoreCreateRequest(Socket clientSocket, byte[] data) { // packet deserialize StoreCreateRequestPacket packet = new StoreCreateRequestPacket(data); StoreCreateRequestData storeCreateRequestData = packet.GetData(); // process StoreCreateResultData sendData = new StoreCreateResultData(); StoreData sendStoreData = new StoreData(); sendData.createResult = dataProcessor.StoreCreate(storeCreateRequestData, sendStoreData, out sendData.message); // serialize & send data - result StoreCreateResultPacket sendPacket = new StoreCreateResultPacket(sendData); networkProcessor.Send(clientSocket, sendPacket); if (sendData.createResult) { // serialize & send data StoreDataPacket sendStorePacket = new StoreDataPacket(sendStoreData); networkProcessor.Send(clientSocket, sendStorePacket); } }