public override void ReadPacket() { ReadHeaders(Packet); // Read the byte flag representing which packets // are included in this update var dataPacketIdFlag = Packet.ReadUShort(); // Keep track of value of current bit var currentTypeValue = 1; for (var i = 0; i < Enum.GetNames(typeof(ClientPacketId)).Length; i++) { // If this bit was set in our flag, we add the type to the list if ((dataPacketIdFlag & currentTypeValue) != 0) { DataPacketIds.Add((ClientPacketId)i); } // Increase the value of current bit currentTypeValue *= 2; } if (DataPacketIds.Contains(ClientPacketId.PlayerConnect)) { PlayerConnect.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDisconnect)) { PlayerDisconnect.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEnterScene)) { PlayerEnterScene.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerAlreadyInScene)) { PlayerAlreadyInScene.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerLeaveScene)) { PlayerLeaveScene.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerUpdate)) { PlayerUpdates.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.EntityUpdate)) { EntityUpdates.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDeath)) { PlayerDeath.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerTeamUpdate)) { PlayerTeamUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerSkinUpdate)) { PlayerSkinUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEmoteUpdate)) { PlayerEmoteUpdate.ReadData(Packet); } if (DataPacketIds.Contains(ClientPacketId.GameSettingsUpdated)) { GameSettingsUpdate.ReadData(Packet); } }
public override Packet CreatePacket() { var packet = new Packet(); WriteHeaders(packet); // Construct the ushort flag representing which packets are included // in this update, we need a ushort since we have more than 8 possible packet IDs ushort dataPacketIdFlag = 0; // Keep track of value of current bit ushort currentTypeValue = 1; for (var i = 0; i < Enum.GetNames(typeof(ClientPacketId)).Length; i++) { // Cast the current index of the loop to a ClientPacketId and check if it is // contained in the update type list, if so, we add the current bit to the flag if (DataPacketIds.Contains((ClientPacketId)i)) { dataPacketIdFlag |= currentTypeValue; } currentTypeValue *= 2; } packet.Write(dataPacketIdFlag); if (DataPacketIds.Contains(ClientPacketId.PlayerConnect)) { PlayerConnect.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDisconnect)) { PlayerDisconnect.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEnterScene)) { PlayerEnterScene.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerAlreadyInScene)) { PlayerAlreadyInScene.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerLeaveScene)) { PlayerLeaveScene.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerUpdate)) { PlayerUpdates.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.EntityUpdate)) { EntityUpdates.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDeath)) { PlayerDeath.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerTeamUpdate)) { PlayerTeamUpdate.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerSkinUpdate)) { PlayerSkinUpdate.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEmoteUpdate)) { PlayerEmoteUpdate.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.GameSettingsUpdated)) { GameSettingsUpdate.WriteData(packet); } _containsReliableData = DataPacketIds.Contains(ClientPacketId.PlayerConnect) || DataPacketIds.Contains(ClientPacketId.PlayerDisconnect) || DataPacketIds.Contains(ClientPacketId.PlayerEnterScene) || DataPacketIds.Contains(ClientPacketId.PlayerAlreadyInScene) || DataPacketIds.Contains(ClientPacketId.PlayerLeaveScene) || DataPacketIds.Contains(ClientPacketId.PlayerDeath) || DataPacketIds.Contains(ClientPacketId.PlayerTeamUpdate) || DataPacketIds.Contains(ClientPacketId.PlayerSkinUpdate) || DataPacketIds.Contains(ClientPacketId.GameSettingsUpdated); packet.WriteLength(); return(packet); }