internal void SendCharacterSelect(byte[] data) { UC_CHARACTER_SELECT_REQ iPkt = new UC_CHARACTER_SELECT_REQ(); iPkt.SetData(data); SysCons.LogInfo("UC_CHARACTER_SELECT_REQ charId({0}) ServerChannelIndex({1})", iPkt.charId, iPkt.byServerChannelIndex); CU_CHARACTER_SELECT_RES sPkt = new CU_CHARACTER_SELECT_RES(); sPkt.szGameServerIP = Encoding.ASCII.GetBytes("127.0.0.1"); sPkt.wGameServerPortForClient = 50400; SysCons.LogInfo("CU_CHARACTER_SELECT_RES IPAddress({0}) Port({1})", sPkt.szGameServerIP, sPkt.wGameServerPortForClient); sPkt.AuthKey = Encoding.ASCII.GetBytes("SE@WASDE#$RFWD@D"); sPkt.ResultCode = 200; // connecting to GameServer sPkt.BuildPacket(); this.Client.Send(sPkt.Data); }
public void SendCharacterSelectResult(byte[] data) { var iPkt = new UC_CHARACTER_SELECT_REQ(); iPkt.SetData(data); SysCons.LogInfo("UC_CHARACTER_SELECT_REQ ServerID({0}) CharID({1})", iPkt.ServerID, iPkt.CharID); ServerID = iPkt.ServerID; CharID = iPkt.CharID; using (var oPkt = new CU_CHARACTER_SELECT_RES()) { oPkt.ResultCode = (ushort)ResultCodes.CHARACTER_SUCCESS; oPkt.CharID = CharID; oPkt.AuthKey = AuthKey; oPkt.GameServerIP = CharConfig.Instance.GetGameServerIP(ServerID, ChannelID); oPkt.GameServerPort = CharConfig.Instance.GetGameServerPort(ServerID, ChannelID); oPkt.BuildPacket(); Client.Send(oPkt.Data); } }