示例#1
0
 public int enigmaLibEncryption()
 {
     try{
         WorldEncryption we = new WorldEncryption();
         byte[]          p  = new byte[16];
         we.encrypt(p, 16, 15, 15, 15);
     }
     catch (Exception e) {
         Output.Write("Failed\n");
         Output.WriteLine("Debug: " + e);
         return(0);
     }
     Output.Write("OK\n");
     return(1);
 }
示例#2
0
        public int enigmaLibEncryption()
        {
            try{
                WorldEncryption we = new WorldEncryption();
                byte[] p = new byte[16];
                we.encrypt(p,16,15,15,15);

            }
            catch(Exception e){
                Output.Write("Failed\n");
                Output.WriteLine("Debug: "+e);
                return 0;
            }
            Output.Write("OK\n");
            return 1;
        }
示例#3
0
        public WorldClient(EndPoint _Remote, Socket _socket,string _key)
        {
            Remote = _Remote;
            socket = _socket;
            key = _key;
            cypher = new WorldEncryption();

            messageQueue = new MessageQueue();

            // Create the mpm structure for all world usage

            playerData = new ClientData();
            viewMan = new ViewManager();

            playerData.setUniqueKey(key);
            playerData.setRPCCounter((UInt16)0); //not hardcoded, RPC server system its AWESOME now!
            playerInstance = Store.world.objMan.GetAssignedObject(key);

            alive = true;
            deadSignals=0;
        }
示例#4
0
        public WorldClient(EndPoint _Remote, Socket _socket, string _key)
        {
            Remote = _Remote;
            socket = _socket;
            key    = _key;
            cypher = new WorldEncryption();

            messageQueue = new MessageQueue();

            // Create the mpm structure for all world usage

            playerData = new ClientData();
            viewMan    = new ViewManager();

            playerData.setUniqueKey(key);
            playerData.setRPCCounter((UInt16)0);             //not hardcoded, RPC server system its AWESOME now!
            playerInstance = Store.world.objMan.GetAssignedObject(key);


            alive       = true;
            deadSignals = 0;
        }