public static void Ping(NetConnection connection) { var buffer = GameServerNetwork.Socket.CreateMessage(); buffer.Write((int)PacketList.Ping); GameServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableUnordered); }
/// <summary> /// Envia membros de guild. /// </summary> /// <param name="hexID"></param> public static void SendMember(string hexID) { var pData = Authentication.FindByHexID(hexID); if (pData.GuildID == 0) { return; } var gData = Guild.FindGuildByID(pData.GuildID); var buffer = GameServerNetwork.Socket.CreateMessage(); buffer.Write((int)PacketList.WorldServer_Client_GuildMemberInfo); buffer.Write(gData.Member.Count - 1); foreach (var mData in gData.Member) { buffer.Write(mData.Name); buffer.Write(mData.SelfIntro); buffer.Write(mData.Status); } GameServerNetwork.SendDataTo(hexID, buffer, NetDeliveryMethod.ReliableOrdered); }
public static void Message(NetConnection connection, int value) { var buffer = GameServerNetwork.Socket.CreateMessage(4); buffer.Write(value); GameServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia mensagens sem conteúdo /// </summary> /// <param name="index"></param> /// <param name="value"></param> public static void Message(string hexID, int value) { var buffer = GameServerNetwork.Socket.CreateMessage(8); buffer.Write(value); GameServerNetwork.SendDataTo(hexID, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia o pedido de hexid /// </summary> /// <param name="index"></param> public static void NeedHexID(NetConnection connection) { var buffer = GameServerNetwork.Socket.CreateMessage(4); buffer.Write((int)PacketList.GameServer_Client_NeedHexID); GameServerNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia informações de guild. /// </summary> /// <param name="hexID"></param> public static void SendGuild(string hexID) { var pData = Authentication.FindByHexID(hexID); if (pData.GuildID == 0) { return; } var gData = Guild.FindGuildByID(pData.GuildID); var buffer = GameServerNetwork.Socket.CreateMessage(); buffer.Write((int)PacketList.WorldServer_Client_GuildInfo); buffer.Write(gData.OwnerName); buffer.Write(gData.Name); buffer.Write(gData.Member.Count); buffer.Write(gData.OnlineMember); buffer.Write(gData.Announcement); GameServerNetwork.SendDataTo(hexID, buffer, NetDeliveryMethod.ReliableOrdered); }