C# 클래스 FSO.Client.Network.NetworkController

Handles moving between various network states, e.g. Logging in, connecting to a city, connecting to a lot
파일 보기 프로젝트 열기: RHY3756547/FreeSO 1 사용 예제들

공개 메소드들

메소드 설명
Init ( NetworkClient client ) : void
InitialConnect ( string username, string password ) : void

Authenticate with the service client to get a token, Then get info about avatars & cities

Logout ( ) : void

Logout of the game & service client

NetworkController ( ) : System
Reconnect ( NetworkClient &Client, CityInfo SelectedCity, GonzoNet.LoginArgsContainer LoginArgs ) : void

Reconnects to a CityServer.

_OnCharacterCreationProgress ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

Progressing to city server (received from login server).

_OnCharacterCreationStatus ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnCharacterList ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void

Received list of characters for account from login server.

_OnCityList ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void

Received a list of available cities from the login server.

_OnCityServerOffline ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnCityToken ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

Received token from login server.

_OnCityTokenResponse ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

Response from city server.

_OnInvalidVersion ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
_OnLoginFailure ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
_OnLoginFailureCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnLoginNotify ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
_OnLoginNotifyCity ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
_OnLoginSuccess ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
_OnLoginSuccessCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnLotBuyFailed ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

An attempt to buy a lot failed, usually because player was out of money.

_OnLotCost ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

City server sent the cost of a lot.

_OnLotNameTooLong ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnLotPurchaseSuccessful ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

Lot purchase was successful, server sent correct amount of money for player's character's account.

_OnLotUnbuildable ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

A lot was deemed unbuildable/unpurchasable by city server.

_OnNewCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnPlayerAlreadyOnline ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnPlayerJoinedSession ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnPlayerLeftSession ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnPlayerRecvdLetter ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnRetireCharacterStatus ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
_OnTimeOfDay ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

비공개 메소드들

메소드 설명
Client_OnNetworkError ( SocketException Exception ) : void
Logger_OnMessageLogged ( GonzoNet Msg ) : void
Logger_OnMessageLogged ( ProtocolAbstractionLibraryD Msg ) : void

메소드 상세

Init() 공개 메소드

public Init ( NetworkClient client ) : void
client GonzoNet.NetworkClient
리턴 void

InitialConnect() 공개 메소드

Authenticate with the service client to get a token, Then get info about avatars & cities
public InitialConnect ( string username, string password ) : void
username string
password string
리턴 void

Logout() 공개 메소드

Logout of the game & service client
public Logout ( ) : void
리턴 void

NetworkController() 공개 메소드

public NetworkController ( ) : System
리턴 System

Reconnect() 공개 메소드

Reconnects to a CityServer.
public Reconnect ( NetworkClient &Client, CityInfo SelectedCity, GonzoNet.LoginArgsContainer LoginArgs ) : void
Client GonzoNet.NetworkClient
SelectedCity ProtocolAbstractionLibraryD.CityInfo
LoginArgs GonzoNet.LoginArgsContainer
리턴 void

_OnCharacterCreationProgress() 공개 메소드

Progressing to city server (received from login server).
public _OnCharacterCreationProgress ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnCharacterCreationStatus() 공개 메소드

public _OnCharacterCreationStatus ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnCharacterList() 공개 메소드

Received list of characters for account from login server.
public _OnCharacterList ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnCityList() 공개 메소드

Received a list of available cities from the login server.
public _OnCityList ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnCityServerOffline() 공개 메소드

public _OnCityServerOffline ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnCityToken() 공개 메소드

Received token from login server.
public _OnCityToken ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnCityTokenResponse() 공개 메소드

Response from city server.
public _OnCityTokenResponse ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnInvalidVersion() 공개 메소드

public _OnInvalidVersion ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnLoginFailure() 공개 메소드

public _OnLoginFailure ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnLoginFailureCity() 공개 메소드

public _OnLoginFailureCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnLoginNotify() 공개 메소드

public _OnLoginNotify ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnLoginNotifyCity() 공개 메소드

public _OnLoginNotifyCity ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnLoginSuccess() 공개 메소드

public _OnLoginSuccess ( NetworkClient Client, GonzoNet.ProcessedPacket packet ) : void
Client GonzoNet.NetworkClient
packet GonzoNet.ProcessedPacket
리턴 void

_OnLoginSuccessCity() 공개 메소드

public _OnLoginSuccessCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnLotBuyFailed() 공개 메소드

An attempt to buy a lot failed, usually because player was out of money.
public _OnLotBuyFailed ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnLotCost() 공개 메소드

City server sent the cost of a lot.
public _OnLotCost ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnLotNameTooLong() 공개 메소드

public _OnLotNameTooLong ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnLotPurchaseSuccessful() 공개 메소드

Lot purchase was successful, server sent correct amount of money for player's character's account.
public _OnLotPurchaseSuccessful ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnLotUnbuildable() 공개 메소드

A lot was deemed unbuildable/unpurchasable by city server.
public _OnLotUnbuildable ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnNewCity() 공개 메소드

public _OnNewCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnPlayerAlreadyOnline() 공개 메소드

public _OnPlayerAlreadyOnline ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnPlayerJoinedSession() 공개 메소드

public _OnPlayerJoinedSession ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnPlayerLeftSession() 공개 메소드

public _OnPlayerLeftSession ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnPlayerRecvdLetter() 공개 메소드

public _OnPlayerRecvdLetter ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnRetireCharacterStatus() 공개 메소드

public _OnRetireCharacterStatus ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

_OnTimeOfDay() 공개 메소드

public _OnTimeOfDay ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void