Пример #1
0
        private void LobbyError(string message)
        {
            GameServerPacket join = new GameServerPacket(StocMessage.JoinGame);

            join.Write(0U);
            join.Write((byte)0);
            join.Write((byte)0);
            join.Write(0);
            join.Write(0);
            join.Write(0);
            // C++ padding: 5 bytes + 3 bytes = 8 bytes
            for (int i = 0; i < 3; i++)
            {
                join.Write((byte)0);
            }
            join.Write(0);
            join.Write((byte)0);
            join.Write((byte)0);
            join.Write((short)0);
            Send(join);

            GameServerPacket enter = new GameServerPacket(StocMessage.HsPlayerEnter);

            enter.Write("[" + message + "]", 20);
            enter.Write((byte)0);
            Send(enter);
        }
Пример #2
0
        private void OnMove(CoreMessage msg)
        {
            byte[] raw = msg.Reader.ReadBytes(16);
            int    pc  = raw[4];
            int    pl  = raw[5];
            int    cc  = raw[8];
            int    cl  = raw[9];
            int    cs  = raw[10];
            int    cp  = raw[11];

            SendToPlayer(msg, cc);
            GameServerPacket packet = new GameServerPacket(msg.Message);

            packet.Write(raw);
            if (!Convert.ToBoolean((cl & ((int)CardLocation.Grave + (int)CardLocation.Overlay))) && Convert.ToBoolean((cl & ((int)CardLocation.Deck + (int)CardLocation.Hand))) ||
                Convert.ToBoolean((cp & (int)CardPosition.FaceDown)))
            {
                packet.SetPosition(2);
                packet.Write(0);
            }
            Game.SendToAllBut(packet, cc);

            if (cl != 0 && (cl & 0x80) == 0 && (cl != pl || pc != cc))
            {
                Game.RefreshSingle(cc, cl, cs);
            }
        }
Пример #3
0
        private void OnDraw(CoreMessage msg)
        {
            GameServerPacket packet = new GameServerPacket(msg.Message);
            int player = msg.Reader.ReadByte();
            int count  = msg.Reader.ReadByte();

            packet.Write((byte)player);
            packet.Write((byte)count);

            for (int i = 0; i < count; i++)
            {
                uint code = msg.Reader.ReadUInt32();
                if ((code & 0x80000000) != 0)
                {
                    packet.Write(code);
                }
                else
                {
                    packet.Write(0);
                }
            }

            SendToPlayer(msg, player);
            Game.SendToAllBut(packet, player);
        }
Пример #4
0
        private void ServerMessage(string msg)
        {
            string           finalmsg = "[Server] " + msg;
            GameServerPacket packet   = new GameServerPacket(StocMessage.Chat);

            packet.Write((short)PlayerType.Yellow);
            packet.Write(finalmsg, finalmsg.Length + 1);
            Send(packet);
        }
Пример #5
0
        private void OnTagSwap(CoreMessage msg)
        {
            GameServerPacket packet = new GameServerPacket(GameMessage.TagSwap);
            int player  = msg.Reader.ReadByte();
            int mcount  = msg.Reader.ReadByte();
            int ecount  = msg.Reader.ReadByte();
            int epcount = msg.Reader.ReadByte();
            int hcount  = msg.Reader.ReadByte();

            packet.Write((byte)player);
            packet.Write((byte)mcount);
            packet.Write((byte)ecount);
            packet.Write((byte)epcount);
            packet.Write((byte)hcount);

            uint id = msg.Reader.ReadUInt32();

            packet.Write(id);

            for (int i = 0; i < hcount; i++)
            {
                uint code = msg.Reader.ReadUInt32();
                if ((code & 0x80000000) != 0)
                {
                    packet.Write(code);
                }
                else
                {
                    packet.Write(0);
                }
            }

            for (int i = 0; i < ecount; i++)
            {
                uint code = msg.Reader.ReadUInt32();
                if ((code & 0x80000000) != 0)
                {
                    packet.Write(code);
                }
                else
                {
                    packet.Write(0);
                }
            }

            SendToPlayer(msg, player);
            Game.SendToAllBut(packet, player);

            Game.RefreshExtra(player);
            Game.RefreshMonsters(0, 0x81fff, false);
            Game.RefreshMonsters(1, 0x81fff, false);
            Game.RefreshSpells(0, 0x681fff, false);
            Game.RefreshSpells(1, 0x681fff, false);
            Game.RefreshHand(0, 0x181fff, false);
            Game.RefreshHand(1, 0x181fff, false);
        }
Пример #6
0
        private void OnSet(CoreMessage msg)
        {
            msg.Reader.ReadBytes(4);
            byte[]           raw    = msg.Reader.ReadBytes(4);
            GameServerPacket packet = new GameServerPacket(GameMessage.Set);

            packet.Write(0);
            packet.Write(raw);
            Game.SendToAll(packet);
        }
Пример #7
0
        private void OnSelectCard(CoreMessage msg)
        {
            GameServerPacket packet = new GameServerPacket(msg.Message);

            int player = msg.Reader.ReadByte();

            packet.Write((byte)player);
            packet.Write(msg.Reader.ReadBytes(3));

            int count = msg.Reader.ReadByte();

            packet.Write((byte)count);

            for (int i = 0; i < count; i++)
            {
                int code = msg.Reader.ReadInt32();
                int pl   = msg.Reader.ReadByte();
                int loc  = msg.Reader.ReadByte();
                int seq  = msg.Reader.ReadByte();
                int pos  = msg.Reader.ReadByte();
                packet.Write(pl == player ? code : 0);
                packet.Write((byte)pl);
                packet.Write((byte)loc);
                packet.Write((byte)seq);
                packet.Write((byte)pos);
            }

            Game.WaitForResponse(player);
            Game.CurPlayers[player].Send(packet);
        }
Пример #8
0
		public void SendTypeChange()
		{
			if(Game==null)return;
			GameServerPacket packet = new GameServerPacket(StocMessage.TypeChange);
			packet.Write((byte)(Type + (Game.HostPlayer.Equals(this) ? (int)PlayerType.Host : 0)));
			Send(packet);
		}
Пример #9
0
        public void SendTypeChange()
        {
            GameServerPacket packet = new GameServerPacket(StocMessage.TypeChange);

            packet.Write((byte)(Type + (Game.HostPlayer != null && Game.HostPlayer.Equals(this) ? (int)PlayerType.Host : 0)));
            Send(packet);
        }
Пример #10
0
        private void SendToAll(CoreMessage msg)
        {
            byte[]           buffer = msg.CreateBuffer();
            GameServerPacket packet = new GameServerPacket(msg.Message);

            packet.Write(buffer);
            Game.SendToAll(packet);
        }
Пример #11
0
        public void ServerMessage(string msg, PlayerType type = PlayerType.Yellow, string head = "[Server] ")
        {
            string           finalmsg = head + msg;
            GameServerPacket packet   = new GameServerPacket(StocMessage.Chat);

            packet.Write((short)type);
            packet.WriteUnicode(finalmsg, finalmsg.Length + 1);
            Send(packet);
        }
Пример #12
0
        private void OnUpdateDeck(GameClientPacket packet)
        {
            if (Type == (int)PlayerType.Observer)
            {
                return;
            }
            Deck deck = new Deck();
            int  main = packet.ReadInt32();
            int  side = packet.ReadInt32();

            for (int i = 0; i < main; i++)
            {
                deck.AddMain(packet.ReadInt32());
            }
            for (int i = 0; i < side; i++)
            {
                deck.AddSide(packet.ReadInt32());
            }
            if (Game.State == GameState.Lobby)
            {
                Deck = deck;
                Game.IsReady[Type] = false;
            }
            else if (Game.State == GameState.Side)
            {
                if (Game.IsReady[Type])
                {
                    return;
                }
                if (!Deck.Check(deck))
                {
                    GameServerPacket error = new GameServerPacket(StocMessage.ErrorMsg);
                    error.Write((byte)3);
                    error.Write(0);
                    Send(error);
                    return;
                }
                Deck = deck;
                Game.IsReady[Type] = true;
                Game.ServerMessage(Name + " is ready.");
                Send(new GameServerPacket(StocMessage.DuelStart));
                Game.MatchSide();
            }
        }
Пример #13
0
        private void OnShuffleHand(CoreMessage msg)
        {
            GameServerPacket packet = new GameServerPacket(msg.Message);
            int player = msg.Reader.ReadByte();
            int count  = msg.Reader.ReadByte();

            packet.Write((byte)player);
            packet.Write((byte)count);

            msg.Reader.ReadBytes(count * 4);
            for (int i = 0; i < count; i++)
            {
                packet.Write(0);
            }

            SendToPlayer(msg, player);
            Game.SendToAllBut(packet, player);
            Game.RefreshHand(player, 0x181fff, false);
        }
Пример #14
0
        private void SendToPlayer(CoreMessage msg, int player)
        {
            if (player != 0 && player != 1)
            {
                return;
            }
            byte[]           buffer = msg.CreateBuffer();
            GameServerPacket packet = new GameServerPacket(msg.Message);

            packet.Write(buffer);
            Game.CurPlayers[player].Send(packet);
        }
Пример #15
0
        private void OnConfirmCards(CoreMessage msg)
        {
            int player = msg.Reader.ReadByte();
            int count  = msg.Reader.ReadByte();

            msg.Reader.ReadBytes(count * 7);

            byte[]           buffer = msg.CreateBuffer();
            GameServerPacket packet = new GameServerPacket(msg.Message);

            packet.Write(buffer);
            if ((CardLocation)buffer[7] == CardLocation.Hand)
            {
                Game.SendToAll(packet);
            }
            else
            {
                Game.CurPlayers[player].Send(packet);
            }
        }
Пример #16
0
        private void OnHint(CoreMessage msg)
        {
            int type   = msg.Reader.ReadByte();
            int player = msg.Reader.ReadByte();

            msg.Reader.ReadInt32();

            byte[]           buffer = msg.CreateBuffer();
            GameServerPacket packet = new GameServerPacket(msg.Message);

            packet.Write(buffer);

            switch (type)
            {
            case 1:
            case 2:
            case 3:
            case 4:
            case 5:
                Game.CurPlayers[player].Send(packet);
                break;

            case 6:
            case 7:
            case 8:
            case 9:
                Game.SendToAllBut(packet, player);
                break;

            case 10:
                if (Game.IsTag)
                {
                    Game.CurPlayers[player].Send(packet);
                }
                else
                {
                    Game.SendToAll(packet);
                }
                break;
            }
        }
Пример #17
0
 private void ServerMessage(string msg)
 {
     string finalmsg = "[Server] " + msg;
     GameServerPacket packet = new GameServerPacket(StocMessage.Chat);
     packet.Write((short)PlayerType.Yellow);
     packet.Write(finalmsg, finalmsg.Length + 1);
     Send(packet);
 }
Пример #18
0
        private void LobbyError(string message)
        {
            GameServerPacket join = new GameServerPacket(StocMessage.JoinGame);
            join.Write(0U);
            join.Write((byte)0);
            join.Write((byte)0);
            join.Write(0);
            join.Write(0);
            join.Write(0);
            // C++ padding: 5 bytes + 3 bytes = 8 bytes
            for (int i = 0; i < 3; i++)
                join.Write((byte)0);
            join.Write(0);
            join.Write((byte)0);
            join.Write((byte)0);
            join.Write((short)0);
            Send(join);

            GameServerPacket enter = new GameServerPacket(StocMessage.HsPlayerEnter);
            enter.Write("[" + message + "]", 20);
            enter.Write((byte)0);
            Send(enter);
        }
Пример #19
0
		private void SendToAll(CoreMessage msg)
		{
			byte[] buffer = msg.CreateBuffer();
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				packet.Write(buffer);
				Game.SendToAll(packet);
			}
		}
Пример #20
0
		private void OnDraw(CoreMessage msg)
		{
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				int player = msg.Reader.ReadByte();
				int count = msg.Reader.ReadByte();
				packet.Write((byte)player);
				packet.Write((byte)count);

				for (int i = 0; i < count; i++)
				{
					uint code = msg.Reader.ReadUInt32();
					if ((code & 0x80000000) != 0)
						packet.Write(code);
					else
						packet.Write(0);
				}

				SendToPlayer(msg, player);
				Game.SendToAllBut(packet, player);
			}
		}
Пример #21
0
		private void OnMove(CoreMessage msg)
		{
			byte[] raw = msg.Reader.ReadBytes(16);
			int pc = raw[4];
			int pl = raw[5];
			int cc = raw[8];
			int cl = raw[9];
			int cs = raw[10];
			int cp = raw[11];

			SendToPlayer(msg, cc);
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				packet.Write(raw);
				if (!Convert.ToBoolean((cl & ((int)CardLocation.Grave + (int)CardLocation.Overlay))) && Convert.ToBoolean((cl & ((int)CardLocation.Deck + (int)CardLocation.Hand)))
				    || Convert.ToBoolean((cp & (int)CardPosition.FaceDown)))
				{
					packet.SetPosition(2);
					packet.Write((int)0);
				}
				Game.SendToAllBut(packet, cc);
			}
			if (cl != 0 && (cl & 0x80) == 0 && (cl != pl || pc != cc))
				Game.RefreshSingle(cc, cl, cs);
		}
Пример #22
0
		private void OnConfirmCards(CoreMessage msg)
		{
			int player = msg.Reader.ReadByte();
			int count = msg.Reader.ReadByte();
			msg.Reader.ReadBytes(count * 7);

			byte[] buffer = msg.CreateBuffer();
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				packet.Write(buffer);
				if ((CardLocation)buffer[7] == CardLocation.Hand)
					Game.SendToAll(packet);
				else
					Game.CurPlayers[player].Send(packet);
			}
		}
Пример #23
0
 public void RefreshGrave(int player, int flag = 0x81fff, bool useCache = true)
 {
     byte[] result = m_duel.QueryFieldCard(player, CardLocation.Grave, flag, useCache);
     using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateData))
     {
         update.Write((byte)player);
         update.Write((byte)CardLocation.Grave);
         update.Write(result);
         SendToAll(update);
     }
 }
Пример #24
0
 public void RefreshExtra(int player, int flag = 0x81fff, bool useCache = true)
 {
     byte[] result = m_duel.QueryFieldCard(player, CardLocation.Extra, flag, useCache);
     using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateData))
     {
         update.Write((byte)player);
         update.Write((byte)CardLocation.Extra);
         update.Write(result);
         CurPlayers[player].Send(update);
     }
 }
Пример #25
0
        public void RefreshSingle(int player, int location, int sequence, int flag = 0x781fff)
        {
            byte[] result = m_duel.QueryCard(player, location, sequence, flag);

            if (location == (int)CardLocation.Removed && (result[15] & (int)CardPosition.FaceDown) != 0)
                return;

            using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateCard))
            {
                update.Write((byte)player);
                update.Write((byte)location);
                update.Write((byte)sequence);
                update.Write(result);
                CurPlayers[player].Send(update);

                if (IsTag)
                {
                    if ((location & (int)CardLocation.Onfield) != 0)
                    {
                        SendToTeam(update, player);
                        if ((result[15] & (int)CardPosition.FaceUp) != 0)
                            SendToTeam(update, 1 - player);
                    }
                    else
                    {
                        CurPlayers[player].Send(update);
                        if ((location & 0x90) != 0)
                            SendToAllBut(update, player);
                    }
                }
                else
                {
                    if ((location & 0x90) != 0 || ((location & 0x2c) != 0 && (result[15] & (int)CardPosition.FaceUp) != 0))
                        SendToAllBut(update, player);
                }
            }
        }
Пример #26
0
 private void SendJoinGame(GameSession player)
 {
     using (GameServerPacket join = new GameServerPacket(StocMessage.JoinGame))
     {
         join.Write(Banlist == null ? 0U : Banlist.Hash);
         join.Write((byte)Config.Rule);
         join.Write((byte)Config.Mode);
         join.Write(Config.EnablePriority);
         join.Write(Config.NoCheckDeck);
         join.Write(Config.NoShuffleDeck);
         // C++ padding: 5 bytes + 3 bytes = 8 bytes
         for (int i = 0; i < 3; i++)
             join.Write((byte)0);
         join.Write(Config.StartLp);
         join.Write((byte)Config.StartHand);
         join.Write((byte)Config.DrawCount);
         join.Write((short)Config.GameTimer);
         player.Send(join);
     }
     if (State != GameState.Lobby)
         SendDuelingPlayers(player);
 }
Пример #27
0
 public void ServerMessage(string msg, PlayerType color = PlayerType.Yellow, bool isNow = true)
 {
     string finalmsg = "[Server] " + msg;
     using (GameServerPacket packet = new GameServerPacket(StocMessage.Chat))
     {
         packet.Write((short)color);
         packet.WriteUnicode(finalmsg, finalmsg.Length + 1);
         SendToAll(packet, isNow);
     }
 }
Пример #28
0
 public void WaitForResponse(int player)
 {
     m_lastresponse = player;
     CurPlayers[player].State = PlayerState.Response;
     using (GameServerPacket wait = new GameServerPacket(GameMessage.Waiting))
     {
         SendToAllBut(wait, player);
     }
     TimeStart();
     using (GameServerPacket packet = new GameServerPacket(StocMessage.TimeLimit))
     {
         packet.Write((byte)player);
         packet.Write((byte)0); // C++ padding
         packet.Write((short)m_timelimit[player]);
         SendToPlayers(packet);
     }
 }
Пример #29
0
        public void RefreshHand(int player, int flag = 0x181fff, bool useCache = true)
        {
            byte[] result = m_duel.QueryFieldCard(player, CardLocation.Hand, flag | 0x100000, useCache);
            using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateData))
            {
                update.Write((byte)player);
                update.Write((byte)CardLocation.Hand);
                update.Write(result);
                CurPlayers[player].Send(update);
            }

            using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateData))
            {
                update.Write((byte)player);
                update.Write((byte)CardLocation.Hand);

                using (MemoryStream ms = new MemoryStream(result))
                {
                    BinaryReader reader = new BinaryReader(ms);
                    BinaryWriter writer = new BinaryWriter(ms);
                    while (ms.Position < ms.Length)
                    {
                        int len = reader.ReadInt32();
                        if (len == 4)
                        {
                            //update.Write(4);
                            continue;
                        }
                        long pos = ms.Position;
                        byte[] raw = reader.ReadBytes(len - 4);
                        if (raw[len - 8] == 0)
                        {
                            ms.Position = pos;
                            writer.Write(new byte[len - 4]);
                        }
                    }
                    writer.Close();
                    reader.Close();
                }
                update.Write(result);
                SendToAllBut(update, player);
            }
        }
Пример #30
0
		private void OnShuffleHand(CoreMessage msg)
		{
			int player = msg.Reader.ReadByte();
			int count = msg.Reader.ReadByte();
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				packet.Write((byte)player);
				packet.Write((byte)count);

				msg.Reader.ReadBytes(count * 4);
				for (int i = 0; i < count; i++)
					packet.Write(0);
				SendToPlayer(msg, player);
				Game.SendToAllBut(packet, player);
			}
			Game.RefreshHand(player, 0x181fff, false);
		}
Пример #31
0
        public void RefreshSpells(int player, int flag = 0x681fff, bool useCache = true)
        {
            byte[] result = m_duel.QueryFieldCard(player, CardLocation.SpellZone, flag, useCache);
            using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateData))
            {
                update.Write((byte)player);
                update.Write((byte)CardLocation.SpellZone);
                update.Write(result);
                SendToTeam(update, player);
            }

            using (GameServerPacket update = new GameServerPacket(GameMessage.UpdateData))
            {
                update.Write((byte)player);
                update.Write((byte)CardLocation.SpellZone);

                using (MemoryStream ms = new MemoryStream(result))
                {
                    BinaryReader reader = new BinaryReader(ms);
                    BinaryWriter writer = new BinaryWriter(ms);
                    for (int i = 0; i < 8; i++)
                    {
                        int len = reader.ReadInt32();
                        if (len == 4)
                        {
                            // update.Write(4);
                            continue;
                        }
                        long pos = ms.Position;
                        byte[] raw = reader.ReadBytes(len - 4);
                        if ((raw[11] & (int)CardPosition.FaceDown) != 0)
                        {
                            ms.Position = pos;
                            writer.Write(new byte[len - 4]);
                        }
                    }
                    reader.Close();
                    writer.Close();
                }
                update.Write(result);
                SendToTeam(update, 1 - player);
                SendToObservers(update);
            }
        }
Пример #32
0
		private void OnSet(CoreMessage msg)
		{
			msg.Reader.ReadBytes(4);
			byte[] raw = msg.Reader.ReadBytes(4);
			using(GameServerPacket packet = new GameServerPacket(GameMessage.Set)){
				packet.Write(0);
				packet.Write(raw);
				Game.SendToAll(packet);
			}
		}
Пример #33
0
		public static void SendTypeChange(this GameSession client)
		{
			if(client == null||client.Game==null)return;
			using(GameServerPacket packet = new GameServerPacket(StocMessage.TypeChange)){
				packet.Write((byte)(client.Type + (client.Equals(client.Game.HostPlayer) ? (int)PlayerType.Host : 0)));
				client.Send(packet);
			}
		}
Пример #34
0
		private void OnTagSwap(CoreMessage msg)
		{
			int player = msg.Reader.ReadByte();
			int mcount = msg.Reader.ReadByte();
			int ecount = msg.Reader.ReadByte();
			int epcount = msg.Reader.ReadByte();
			int hcount = msg.Reader.ReadByte();
			using(GameServerPacket packet = new GameServerPacket(GameMessage.TagSwap)){
				packet.Write((byte)player);
				packet.Write((byte)mcount);
				packet.Write((byte)ecount);
				packet.Write((byte)epcount);
				packet.Write((byte)hcount);
				
				uint id = msg.Reader.ReadUInt32();
				packet.Write(id);

				for (int i = 0; i < hcount; i++)
				{
					uint code = msg.Reader.ReadUInt32();
					if ((code & 0x80000000) != 0)
						packet.Write(code);
					else
						packet.Write(0);
				}

				for (int i = 0; i < ecount; i++)
				{
					uint code = msg.Reader.ReadUInt32();
					if ((code & 0x80000000) != 0)
						packet.Write(code);
					else
						packet.Write(0);
				}

				SendToPlayer(msg, player);
				Game.SendToAllBut(packet, player);
			}
			Game.RefreshExtra(player);
			Game.RefreshMonsters(0, 0x81fff, false);
			Game.RefreshMonsters(1, 0x81fff, false);
			Game.RefreshSpells(0, 0x681fff, false);
			Game.RefreshSpells(1, 0x681fff, false);
			Game.RefreshHand(0, 0x181fff, false);
			Game.RefreshHand(1, 0x181fff, false);
		}
Пример #35
0
		public static void OnChat(GameSession client, GameClientPacket packet){
			if (!client.IsAuthentified){
				return;
			}
			string msg = packet.ReadUnicode(256);
			if(client.Game==null){
				return;
			}
			if(!client.OnChatCommand(msg)){
				using(GameServerPacket chat = new GameServerPacket(StocMessage.Chat)){
					chat.Write((short)client.Type);
					chat.WriteUnicode(msg, msg.Length + 1);
					client.Game.SendToAllBut(chat, client);
				}
			}
		}
Пример #36
0
		private void SendToPlayer(CoreMessage msg, int player)
		{
			if (player != 0 && player != 1)
				return;
			byte[] buffer = msg.CreateBuffer();
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				packet.Write(buffer);
				Game.CurPlayers[player].Send(packet);
			}
		}
Пример #37
0
		public static void OnUpdateDeck(GameSession client, GameClientPacket packet){
			if (client.Game==null||client.Type == (int)PlayerType.Observer||client.Type == (int)PlayerType.Undefined)
				return;
			Deck deck = new Deck();
			int main = packet.ReadInt32();
			int side = packet.ReadInt32();
			for (int i = 0; i < main; i++)
				deck.AddMain(packet.ReadInt32());
			for (int i = 0; i < side; i++)
				deck.AddSide(packet.ReadInt32());
			if (client.Game.State == GameState.Lobby)
			{
				client.Deck = deck;
				client.Game.IsReady[client.Type] = false;
			}
			else if (client.Game.State == GameState.Side)
			{
				if (client.Game.IsReady[client.Type])
					return;
				if (!client.Deck.Check(deck))
				{
					using(GameServerPacket error = new GameServerPacket(StocMessage.ErrorMsg)){
						error.Write((byte)3);
						error.Write(0);
						client.Send(error);
					}
					return;
				}
				client.Deck = deck;
				client.Game.IsReady[client.Type] = true;
				client.Game.ServerMessage(string.Format(Messages.MSG_READY, client.Name));
				client.Send(GameServerPacket.EmtryMessage(StocMessage.DuelStart));
				client.Game.MatchSide();
			}
		}
Пример #38
0
 private void OnUpdateDeck(GameClientPacket packet)
 {
     if (Type == (int)PlayerType.Observer)
         return;
     Deck deck = new Deck();
     int main = packet.ReadInt32();
     int side = packet.ReadInt32();
     for (int i = 0; i < main; i++)
         deck.AddMain(packet.ReadInt32());
     for (int i = 0; i < side; i++)
         deck.AddSide(packet.ReadInt32());
     if (Game.State == GameState.Lobby)
     {
         Deck = deck;
         Game.IsReady[Type] = false;
     }
     else if (Game.State == GameState.Side)
     {
         if (Game.IsReady[Type])
             return;
         if (!Deck.Check(deck))
         {
             GameServerPacket error = new GameServerPacket(StocMessage.ErrorMsg);
             error.Write((byte)3);
             error.Write(0);
             Send(error);
             return;
         }
         Deck = deck;
         Game.IsReady[Type] = true;
         Game.ServerMessage(Name + " is ready.");
         Send(new GameServerPacket(StocMessage.DuelStart));
         Game.MatchSide();
     }
 }
Пример #39
0
		public static void LobbyError(this GameSession client, string message,bool isNow=true)
		{
			using(GameServerPacket join = new GameServerPacket(StocMessage.JoinGame)){
				join.Write(0U);
				join.Write((byte)0);
				join.Write((byte)0);
				join.Write(0);
				join.Write(0);
				join.Write(0);
				// C++ padding: 5 bytes + 3 bytes = 8 bytes
				for (int i = 0; i < 3; i++)
					join.Write((byte)0);
				join.Write(0);
				join.Write((byte)0);
				join.Write((byte)0);
				join.Write((short)0);
				client.Send(join, false);
			}
			
			using(GameServerPacket enter = new GameServerPacket(StocMessage.HsPlayerEnter)){
				enter.WriteUnicode("[err]" + message, 20);
				enter.Write((byte)0);
				client.Send(enter, isNow);
			}
		}
Пример #40
0
		public static GameServerPacket getMessage(string finalmsg,PlayerType type=PlayerType.Yellow){
			GameServerPacket packet = new GameServerPacket(StocMessage.Chat);
			packet.Write((short)type);
			packet.WriteUnicode(finalmsg, finalmsg.Length + 1);
			return packet;
		}
Пример #41
0
		private void OnHint(CoreMessage msg)
		{
			int type = msg.Reader.ReadByte();
			int player = msg.Reader.ReadByte();
			msg.Reader.ReadInt32();

			byte[] buffer = msg.CreateBuffer();
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				packet.Write(buffer);
				switch (type)
				{
					case 1:
					case 2:
					case 3:
					case 4:
					case 5:
						Game.CurPlayers[player].Send(packet);
						break;
					case 6:
					case 7:
					case 8:
					case 9:
						Game.SendToAllBut(packet, player);
						break;
					case 10:
						if (Game.IsTag)
							Game.CurPlayers[player].Send(packet);
						else
							Game.SendToAll(packet);
						break;
				}
			}
		}
Пример #42
0
        public void EndDuel(bool force)
        {
            if (State == GameState.Duel)
            {
                if (!Replay.Disabled)
                {
                    Replay.End();
                    byte[] replayData = Replay.GetFile();
                    GameServerPacket packet = new GameServerPacket(StocMessage.Replay);
                    packet.Write(replayData);
                    SendToPlayers(packet);
                    //SendToAll(packet);
                }

                State = GameState.End;
                m_duel.End();
                DuleTimer.Stop();
            }

            if (m_swapped)
            {
                m_swapped = false;
                GameSession temp = Players[0];
                Players[0] = Players[1];
                Players[1] = temp;
                Players[0].Type = 0;
                Players[1].Type = 1;
            }

            if (IsMatch && !force && !MatchIsEnd())
            {
                IsReady[0] = false;
                IsReady[1] = false;
                ServerMessage(Messages.MSG_SIDE);
                State = GameState.Side;
                GameTimer.StartSideTimer();
                //	Server.OnPlayEvent(PlayerStatu.PlayerSide, Players);
                using (GameServerPacket p = new GameServerPacket(StocMessage.ChangeSide))
                {
                    SendToPlayers(p);
                }
                using (GameServerPacket p = new GameServerPacket(StocMessage.WaitingSide))
                {
                    SendToObservers(p);
                }
            }
            else {
                if (State == GameState.Side)
                {
                    //Logger.WriteLine("side is lose");
                    State = GameState.End;
                    GameSession pl = null;
                    try
                    {
                        if (Players[0] != null)
                        {
                            pl = (Players[0].IsConnected) ? Players[1] : Players[0];
                        }
                    }
                    catch { }
                    if (pl != null)
                    {
                        // && pl.Type != (int)PlayerType.Observer
                        Surrender(pl, 4, true);
                    }
                }
                End();
            }
        }
Пример #43
0
		private void OnSelectCard(CoreMessage msg)
		{
			using(GameServerPacket packet = new GameServerPacket(msg.Message)){
				int player = msg.Reader.ReadByte();
				packet.Write((byte)player);
				packet.Write(msg.Reader.ReadBytes(3));

				int count = msg.Reader.ReadByte();
				packet.Write((byte)count);

				for (int i = 0; i < count; i++)
				{
					int code = msg.Reader.ReadInt32();
					int pl = msg.Reader.ReadByte();
					int loc = msg.Reader.ReadByte();
					int seq = msg.Reader.ReadByte();
					int pos = msg.Reader.ReadByte();
					packet.Write(pl == player ? code : 0);
					packet.Write((byte)pl);
					packet.Write((byte)loc);
					packet.Write((byte)seq);
					packet.Write((byte)pos);
				}
				Game.WaitForResponse(player);
				Game.CurPlayers[player].Send(packet);
			}
		}
Пример #44
0
		public static void ServerMessage(this GameSession client, string msg, PlayerType type=PlayerType.Yellow,bool isNow=true)
		{
			string finalmsg = "[Server] " + msg;
			using(GameServerPacket packet = new GameServerPacket(StocMessage.Chat)){
				packet.Write((short)type);
				packet.WriteUnicode(finalmsg, finalmsg.Length + 1);
				client.Send(packet, isNow);
			}
		}
Пример #45
0
		public void ServerMessage(string msg, PlayerType type=PlayerType.Yellow, string head="[Server] ")
		{
			string finalmsg = head + msg;
			GameServerPacket packet = new GameServerPacket(StocMessage.Chat);
			packet.Write((short)type);
			packet.WriteUnicode(finalmsg, finalmsg.Length + 1);
			Send(packet);
		}