Пример #1
0
 public static void SendDamage(ClientTCP client, int caster, ObjectType type, int index, int physicDamage, int ignisDamage, int terraDamage, int caeliDamage, int aquaDamage, int pureDamage, bool heal)
 {
     using (PacketBuffer buffer = new PacketBuffer())
     {
         buffer.WriteInteger((int)ServerPackets.SDamage);
         buffer.WriteInteger((int)type);
         buffer.WriteInteger(index);
         buffer.WriteInteger(physicDamage);
         buffer.WriteInteger(ignisDamage);
         buffer.WriteInteger(terraDamage);
         buffer.WriteInteger(caeliDamage);
         buffer.WriteInteger(aquaDamage);
         buffer.WriteInteger(pureDamage);
         buffer.WriteBoolean(heal);
         ServerTCP.SendDataToClient(client.room.playersTCP[caster], buffer.ToArray());
     }
 }
Пример #2
0
        /// <summary>
        ///             Buffer:
        ///                     int PacketNum;
        ///                     string nickname;
        ///                     int[5] level;
        ///                     int[5] rank;
        /// </summary>
        public static void SendLoginOk(string nickname, ClientTCP client)
        {
            PacketBuffer buffer = new PacketBuffer();

            buffer.WriteInteger((int)ServerPackets.SLoginOK);
            buffer.WriteString(nickname);
            buffer.WriteString(client.accountData.GuideKey);
            for (int i = 0; i < client.accountData.AccountParameters.Levels.ToArray().Length; i++)
            {
                buffer.WriteInteger(client.accountData.AccountParameters.Levels.ToArray()[i]);
            }
            for (int i = 0; i < client.accountData.AccountParameters.Ranks.ToArray().Length; i++)
            {
                buffer.WriteInteger(client.accountData.AccountParameters.Ranks.ToArray()[i]);
            }
            ServerTCP.SendDataToClient(client, buffer.ToArray());
            buffer.Dispose();
        }
Пример #3
0
        /// <summary>
        ///             Buffer:
        ///                     int PacketNum;
        ///                     int amount of spellBuilds (number of players)
        ///                     for(amount of spellBuilds)
        ///                         int spellBuildLength
        ///                         short[spellBuildLength] spellBuild
        /// </summary>
        public static void SendLoadSpells(ClientTCP client, short[][] spellBuilds)
        {
            PacketBuffer buffer = new PacketBuffer();

            buffer.WriteInteger((int)ServerPackets.SSpellLoaded);
            buffer.WriteInteger(spellBuilds.Length);
            foreach (short[] spellBuild in spellBuilds)
            {
                buffer.WriteInteger(spellBuild.Length);
                for (int i = 0; i < spellBuild.Length; i++)
                {
                    buffer.WriteShort(spellBuild[i]);
                    buffer.WriteShort(1);
                }
            }
            ServerTCP.SendDataToClient(client, buffer.ToArray());
            buffer.Dispose();
        }
Пример #4
0
        /// <summary>
        ///             Buffer:
        ///                     int PacketNum;
        ///                     string firstPlayerNickname;
        ///                     string secondPlayerNickname;
        ///                     float[3] firstPlayerPosition;
        ///                     float[3] secondPlayerPosition;
        ///                     float[4] firstPlayerRotation;
        ///                     float[4] secondPlayerRotation;
        /// </summary>
        public static void SendPlayersSpawned(ClientTCP client, BaseGameRoom room)
        {
            PacketBuffer buffer = new PacketBuffer();

            buffer.WriteInteger((int)ServerPackets.SPlayerSpawned);
            buffer.WriteInteger(room.PlayersCount);
            for (int i = 0; i < room.PlayersCount; i++)
            {
                buffer.WriteString(room.playersTCP[i].nickname);
                buffer.WriteFloat(room.map.SpawnPoints.ToArray <SpawnPoint>()[i].PositionX);
                buffer.WriteFloat(room.map.SpawnPoints.ToArray <SpawnPoint>()[i].PositionY);
                buffer.WriteFloat(room.map.SpawnPoints.ToArray <SpawnPoint>()[i].RotationX);
                buffer.WriteFloat(room.map.SpawnPoints.ToArray <SpawnPoint>()[i].RotationY);
                buffer.WriteFloat(room.map.SpawnPoints.ToArray <SpawnPoint>()[i].RotationZ);
                buffer.WriteFloat(room.map.SpawnPoints.ToArray <SpawnPoint>()[i].RotationW);
            }
            ServerTCP.SendDataToClient(client, buffer.ToArray());
            buffer.Dispose();
        }
Пример #5
0
 /// <summary>
 ///             Buffer:
 ///                     int PacketNum;
 ///                     int SpellIndex; (index in client's spell array)
 ///                     int DynamicIndex; (index in dynamicObjects list)
 ///                     int parentIndex;
 ///                     float[3] position;
 ///                     float[4] rotation;
 ///                     int hp;
 ///                     string nickname; (nickname of master-client)
 /// </summary>
 public static void SendInstantiate(BaseGameRoom room, int spellIndex, int dynamicIndex, int parentIndex, float[] castPos, float[] targetPos, float[] rot, int hp, string nickname)
 {
     using (PacketBuffer buffer = new PacketBuffer())
     {
         buffer.WriteInteger((int)ServerPackets.SInstantiate);
         buffer.WriteInteger(spellIndex);
         buffer.WriteInteger(dynamicIndex);
         buffer.WriteInteger(parentIndex);
         buffer.WriteFloat(castPos[0]);
         buffer.WriteFloat(castPos[1]);
         buffer.WriteFloat(castPos[2]);
         buffer.WriteFloat(targetPos[0]);
         buffer.WriteFloat(targetPos[1]);
         buffer.WriteFloat(targetPos[2]);
         buffer.WriteFloat(rot[0]);
         buffer.WriteFloat(rot[1]);
         buffer.WriteFloat(rot[2]);
         buffer.WriteFloat(rot[3]);
         buffer.WriteInteger(hp);
         buffer.WriteString(nickname);
         ServerTCP.SendDataToRoomPlayers(room, buffer.ToArray());
     }
 }
Пример #6
0
 public static void ServerStart()
 {
     try
     {
         HandleDataTCP.InitializeNetworkPackages();
         Global.InitGlobals();
         Global.serverForm.StatusIndicator(1);
         try
         {
             Global.data.GetAccount("1");
             Global.data.GetMap(1);
             Global.serverForm.StatusIndicator(4);
         }
         catch (Exception ex)
         {
             Global.serverForm.StatusIndicator(4, ex);
         }
     }
     catch (Exception ex)
     {
         Global.serverForm.StatusIndicator(1, ex);
     }
     ServerTCP.SetupServer();
 }