/// <summary> /// Volta para a tela de login /// </summary> public static void BackToLogin() { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_LoginServer_BackToLogin); NetworkSocket.SendData(NetworkSocketEnum.LoginServer, buffer); }
public static void RequestPreLoad() { var buffer = NetworkSocket.CreateMessage(4); buffer.Write((int)PacketList.Client_WorldServer_RequestPreLoad); NetworkSocket.SendData(NetworkSocketEnum.WorldServer, buffer); }
/// <summary> /// Envia o hexid para o game server. /// </summary> public static void GameServerHexID() { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_GameServer_SendPlayerHexID); buffer.Write(Configuration.HexID); NetworkSocket.SendData(NetworkSocketEnum.GameServer, buffer, NetDeliveryMethod.Unreliable); }
/// <summary> /// Envia o movimento do personagem. /// </summary> /// <param name="dir"></param> public static void PlayerMove(EngineCharacter.Direction dir) { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_GameServer_PlayerMove); buffer.Write((byte)dir); NetworkSocket.SendData(NetworkSocketEnum.GameServer, buffer, NetDeliveryMethod.Unreliable); }
public static void StartGame(byte slot) { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_WorldServer_EnterInGame); buffer.Write(slot); NetworkSocket.SendData(NetworkSocketEnum.WorldServer, buffer); }
public static void DeleteCharacter(byte slot) { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_WorldServer_DeleteCharacter); buffer.Write(slot); NetworkSocket.SendData(NetworkSocketEnum.WorldServer, buffer); }
/// <summary> /// Envia o id do servidor para conexão /// </summary> /// <param name="index"></param> public static void ConnectWorldServer(int index) { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_LoginServer_WorldServerConnect); buffer.Write(index); NetworkSocket.SendData(NetworkSocketEnum.LoginServer, buffer); }
/// <summary> /// Envia o HexID /// </summary> public static void WorldServerHexID() { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_WorldServer_SendPlayerHexID); buffer.Write(Configuration.HexID); NetworkSocket.SendData(NetworkSocketEnum.WorldServer, buffer); }
public static void RequestPing() { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Ping); NetworkSocket.SendData(NetworkSocketEnum.GameServer, buffer, NetDeliveryMethod.Unreliable); Common.Configuration.PingStart = Environment.TickCount; }
/// <summary> /// Envia o nome de usuário e senha /// </summary> /// <param name="username"></param> /// <param name="password"></param> public static void Login(string username, string password) { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_LoginServer_Login); buffer.Write(Configuration.GAME_VERSION); buffer.Write(Configuration.ClientSerial); buffer.Write(username); buffer.Write(password); NetworkSocket.SendData(NetworkSocketEnum.LoginServer, buffer); }
public static void CreateCharacter(byte gender, int classe, byte slot, int sprite, string name) { var buffer = NetworkSocket.CreateMessage(); buffer.Write((int)PacketList.Client_WorldServer_CreateCharacter); buffer.Write(name); buffer.Write(slot); buffer.Write(classe); buffer.Write(gender); buffer.Write(sprite); NetworkSocket.SendData(NetworkSocketEnum.WorldServer, buffer); }
/// <summary> /// Recebe os dados do game server. /// </summary> /// <param name="data"></param> public static void GameServerData(NetIncomingMessage data) { Configuration.HexID = data.ReadString(); Configuration.IPAddress[(int)NetworkSocketEnum.GameServer] = new IPAddress(data.ReadString(), data.ReadInt32()); NetworkSocket.Disconnect(NetworkSocketEnum.GameServer); }
public static void Show(PacketList packet, int value = 0) { switch (packet) { case PacketList.Disconnect: Configuration.Disconnected = true; EngineMessageBox.Enabled = true; EngineMessageBox.Show("Desconectado"); NetworkSocket.Disconnect(NetworkSocketEnum.LoginServer); NetworkSocket.Disconnect(NetworkSocketEnum.WorldServer); NetworkSocket.Disconnect(NetworkSocketEnum.GameServer); break; case PacketList.LoginServer_Client_AccountDisabled: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Email não verificado"); break; case PacketList.LoginServer_Client_InvalidNamePass: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Nome ou senha incorretos"); break; case PacketList.LoginServer_Client_Maintenance: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Servidor em manutenção"); break; case PacketList.Error: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Ocorreu um erro"); break; case PacketList.LoginServer_Client_AccountBanned: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Este usuário está banido"); break; case PacketList.LoginServer_Client_AlreadyLoggedIn: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Este usuário já está conectado"); break; case PacketList.AcceptedConnection: EngineMessageBox.Enabled = true; EngineMessageBox.Visible = false; break; case PacketList.CantConnectNow: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Você não pode conectar-se no momento"); break; case PacketList.InvalidVersion: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Versão invalida"); break; case PacketList.WorldServer_Client_CharacterDeleted: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Personagem deletado"); break; case PacketList.WorldServer_Client_CharNameInUse: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Nome já está em uso"); break; case PacketList.WorldServer_Client_CharacterCreationDisabled: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Criação de personagens desativado"); break; case PacketList.WorldServer_Client_CharacterDeleteDisabled: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Exclusão de personagens desativado"); break; case PacketList.WorldServer_Client_InvalidLevelToDelete: EngineMessageBox.Enabled = true; EngineMessageBox.Show("Limite de level para exclusão 1 ~ 50"); break; } }