LoginServer.Systems.Patch C# (CSharp) Method

Patch() public method

public Patch ( ) : void
return void
        public void Patch()
        {
            //PacketReader Reader = new PacketReader(PacketInformation.buffer);
            //Reader.Skip(1);
            try
            {
                PacketWriter writer = new PacketWriter();
                writer.Create(SERVER.SERVER_MAIN);
                writer.DWord(0x05000101);
                writer.Byte(0x20);
                client.Send(writer.GetBytes());

                writer.Create(SERVER.SERVER_MAIN);
                writer.DWord(0x01000100);
                writer.DWord(0x00050628);
                writer.Word(0x00);
                writer.Byte(0x02);
                client.Send(writer.GetBytes());

                writer.Create(SERVER.SERVER_MAIN);
                writer.DWord(0x05000101);
                writer.Byte(0x60);
                client.Send(writer.GetBytes());

                writer.Create(SERVER.SERVER_MAIN);
                writer.DWord(0x02000300);
                writer.Word(0x0200);
                client.Send(writer.GetBytes());

                writer.Create(SERVER.SERVER_MAIN);
                writer.DWord(0x00000101);
                writer.Byte(0xA1);
                client.Send(writer.GetBytes());

                writer.Create(SERVER.SERVER_MAIN);
                writer.Word(0x0100);
                client.Send(writer.GetBytes());

                /*if (Reader.Text() == "SR_Client")
                {
                    int version = Reader.Int32();
                    client.Version = version;
                    //We must keep the version equal to implent patch server later on in development.
                    //When a client isnt equal to our server information, disconnect or update.
                    if (version == LoginServer.Global.Versions.clientVersion)
                    {
                        client.Send(LoadGame_1());
                        client.Send(LoadGame_2());
                        client.Send(LoadGame_3());
                        client.Send(LoadGame_4());
                        client.Send(LoadGame_5());
                        client.Send(Clientok());
                    }
                    else
                    {
                        // client.Send(PatchRequest());
                    }
                }*/
            }
            catch (Exception)
            {
            }
        }

Usage Example

Esempio n. 1
0
        public static void oPCode(Decode decode)
        {
            try
            {
                Systems sys = (Systems)decode.Packet;
                sys.PacketInformation = decode;
                PacketReader Reader = new PacketReader(sys.PacketInformation.buffer);

                //Console.WriteLine("Opcode: {0}",decode.opcode);

                switch (decode.opcode)
                {
                case CLIENT.CLIENT_HANDSHAKE:
                    break;

                case CLIENT.CLIENT_PING_CHECK:
                    //To be checked
                    break;

                case CLIENT.CLIENT_INFO:
                    //if (Reader.Text() == "SR_Client")
                    sys.client.Send(GateWayPacket());
                    break;

                case CLIENT.CLIENT_UPDATE:
                    sys.Patch();
                    break;

                case CLIENT.CLIENT_SERVERLIST:
                    sys.client.Send(ServerListPacket(sys.client.Version));
                    break;

                case CLIENT.CLIENT_AUTH:
                    sys.Connect();
                    break;

                case CLIENT.CLIENT_OPEN:
                    sys.client.Send(LoadGame_6());
                    sys.client.Send(News());
                    break;

                case 1905:
                    byte[] buffer = decode.buffer;
                    User_Current = BitConverter.ToInt16(buffer, 0);
                    break;

                default:
                    Console.WriteLine("Default Opcode: {0}", decode.opcode);
                    break;
                }
            }
            catch (Exception)
            {
            }
        }