示例#1
0
        public void CreateMarker()
        {
            PlayerPerformAction p = new PlayerPerformAction(PacketTypes.SET);

            p.id       = PlayerName;
            p.key      = PassKey;
            p.ActionID = 0;
            StreamController.StreamWrite(NetHelpers.ConvertStructToBytes(p));
        }
示例#2
0
 private bool ProcessPlayerAction(StreamWriter s, PacketTypes p, PlayerPerformAction pi)
 {
     switch (p)
     {
     case PacketTypes.SET:
     {
         WorldInterface.PerformAction(pi.id, pi.key, pi.ActionID);
         return(true);
     }
     }
     return(false);
 }
示例#3
0
        public bool ProcessPacket(StreamWriter s, PacketTypes p, DataTypes d, byte[] buff, ref int offset)
        {
            try
            {
                switch (d)
                {
                //Package the Region Data and Send it
                case DataTypes.REGION_INFO:
                {
                    RegionInfo ri = NetHelpers.ConvertBytesToStruct <RegionInfo>(buff, ref offset);
                    ProcessRegionInfo(s, p, ri);
                    return(true);
                }

                case DataTypes.PLAYER_INFO:
                {
                    PlayerInfo pi = NetHelpers.ConvertBytesToStruct <PlayerInfo>(buff, ref offset);
                    ProcessPlayerInfo(s, p, pi);
                    return(true);
                }

                case DataTypes.OBJECT_INFO:
                {
                    ObjectInfo oi = NetHelpers.ConvertBytesToStruct <ObjectInfo>(buff, ref offset);
                    ProcessObjectInfo(s, p, oi);
                    return(true);
                }

                case DataTypes.PLAYER_CONTROL:
                {
                    PlayerControl oi = NetHelpers.ConvertBytesToStruct <PlayerControl>(buff, ref offset);
                    ProcessPlayerControl(s, p, oi);
                    return(true);
                }

                case DataTypes.PLAYER_PERFORM_ACTION:
                {
                    PlayerPerformAction oi = NetHelpers.ConvertBytesToStruct <PlayerPerformAction>(buff, ref offset);
                    ProcessPlayerAction(s, p, oi);
                    return(true);
                }

                default:
                    return(false);
                }
            }
            catch
            {
                //Convert Bytes throws an exception if there isn't enough bytes to convert
                return(false);
            }
        }