C# 클래스 FSO.Client.Network.UIPacketHandlers

Contains all the packethandlers in the game that are based on an interaction with the UI. I.E. a packet received because the user clicked on a UINetworkButton that sent a packet.
파일 보기 프로젝트 열기: RHY3756547/FreeSO 1 사용 예제들

공개 메소드들

메소드 설명
OnCharacterCreationProgress ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : CharacterCreationStatus

Received CharacterCreation packet from LoginServer.

OnCharacterCreationStatus ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : CharacterCreationStatus

Received CharacterCreation packet from CityServer.

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

LoginServer sent information about the player's characters.

OnCharacterRetirement ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : string

Received from the LoginServer in response to a RETIRE_CHARACTER packet.

OnCityInfoResponse ( GonzoNet.ProcessedPacket Packet ) : void
OnCityServerOffline ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void

A city server went offline!

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

Received from the LoginServer in response to a CITY_TOKEN_REQUEST packet.

OnCityTokenResponse ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : CityTransferStatus

Received from the CityServer in response to a CITY_TOKEN packet.

OnInvalidVersionResponse ( NetworkClient &Client, GonzoNet.ProcessedPacket Packet ) : void
OnLoginFailResponse ( NetworkClient &Client, GonzoNet.ProcessedPacket Packet ) : void

Occurs when the client was not authenticated by the loginserver. Called by UILoginDialog.cs.

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

Occurs when the client has been sucessfully authenticated by the loginserver. Called by UILoginDialog.cs.

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

Received initial packet from CityServer.

OnLoginSuccessResponse ( NetworkClient &Client, ProcessedPacket Packet ) : void
OnLotCostResponse ( NetworkClient Client, ProcessedPacket Packet ) : LotTileEntry
OnLotPurchaseFailed ( NetworkClient Client, ProcessedPacket Packet ) : void
OnLotPurchaseSuccessful ( NetworkClient Client, ProcessedPacket Packet ) : int

Lot purchase was successful.

OnNewCityServer ( NetworkClient Client, ProcessedPacket Packet ) : void

New city server came online!

OnNewTimeOfDay ( NetworkClient Client, ProcessedPacket Packet ) : DateTime
OnPlayerJoinedSession ( NetworkClient Client, ProcessedPacket Packet ) : LotTileEntry

A player joined a session (game) in progress.

OnPlayerLeftSession ( NetworkClient Client, ProcessedPacket Packet ) : void

A player left a session (game) in progress.

OnPlayerReceivedLetter ( NetworkClient Client, ProcessedPacket Packet ) : void

Received a letter from another player in a session.

OnVMPacket ( NetworkClient Client, ProcessedPacket Packet ) : void

Reroute to a VM, eventually these will be ID'd

메소드 상세

OnCharacterCreationProgress() 공개 정적인 메소드

Received CharacterCreation packet from LoginServer.
public static OnCharacterCreationProgress ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : CharacterCreationStatus
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 CharacterCreationStatus

OnCharacterCreationStatus() 공개 정적인 메소드

Received CharacterCreation packet from CityServer.
public static OnCharacterCreationStatus ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : CharacterCreationStatus
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 CharacterCreationStatus

OnCharacterInfoResponse() 공개 정적인 메소드

LoginServer sent information about the player's characters.
public static OnCharacterInfoResponse ( GonzoNet.ProcessedPacket Packet, NetworkClient Client ) : void
Packet GonzoNet.ProcessedPacket The packet that was received.
Client GonzoNet.NetworkClient
리턴 void

OnCharacterRetirement() 공개 정적인 메소드

Received from the LoginServer in response to a RETIRE_CHARACTER packet.
public static OnCharacterRetirement ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : string
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 string

OnCityInfoResponse() 공개 정적인 메소드

public static OnCityInfoResponse ( GonzoNet.ProcessedPacket Packet ) : void
Packet GonzoNet.ProcessedPacket
리턴 void

OnCityServerOffline() 공개 정적인 메소드

A city server went offline!
public static OnCityServerOffline ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

OnCityToken() 공개 정적인 메소드

Received from the LoginServer in response to a CITY_TOKEN_REQUEST packet.
public static OnCityToken ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

OnCityTokenResponse() 공개 정적인 메소드

Received from the CityServer in response to a CITY_TOKEN packet.
public static OnCityTokenResponse ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : CityTransferStatus
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 CityTransferStatus

OnInvalidVersionResponse() 공개 정적인 메소드

public static OnInvalidVersionResponse ( NetworkClient &Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

OnLoginFailResponse() 공개 정적인 메소드

Occurs when the client was not authenticated by the loginserver. Called by UILoginDialog.cs.
public static OnLoginFailResponse ( NetworkClient &Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient The client that received the packet.
Packet GonzoNet.ProcessedPacket The packet that was received.
리턴 void

OnLoginNotify() 공개 정적인 메소드

Occurs when the client has been sucessfully authenticated by the loginserver. Called by UILoginDialog.cs.
public static OnLoginNotify ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient The client that received the packet.
Packet GonzoNet.ProcessedPacket The packet that was received.
리턴 void

OnLoginNotifyCity() 공개 정적인 메소드

Received initial packet from CityServer.
public static OnLoginNotifyCity ( NetworkClient Client, GonzoNet.ProcessedPacket Packet ) : void
Client GonzoNet.NetworkClient
Packet GonzoNet.ProcessedPacket
리턴 void

OnLoginSuccessResponse() 공개 정적인 메소드

public static OnLoginSuccessResponse ( NetworkClient &Client, ProcessedPacket Packet ) : void
Client NetworkClient
Packet ProcessedPacket
리턴 void

OnLotCostResponse() 공개 정적인 메소드

public static OnLotCostResponse ( NetworkClient Client, ProcessedPacket Packet ) : LotTileEntry
Client NetworkClient
Packet ProcessedPacket
리턴 LotTileEntry

OnLotPurchaseFailed() 공개 정적인 메소드

public static OnLotPurchaseFailed ( NetworkClient Client, ProcessedPacket Packet ) : void
Client NetworkClient
Packet ProcessedPacket
리턴 void

OnLotPurchaseSuccessful() 공개 정적인 메소드

Lot purchase was successful.
public static OnLotPurchaseSuccessful ( NetworkClient Client, ProcessedPacket Packet ) : int
Client NetworkClient
Packet ProcessedPacket
리턴 int

OnNewCityServer() 공개 정적인 메소드

New city server came online!
public static OnNewCityServer ( NetworkClient Client, ProcessedPacket Packet ) : void
Client NetworkClient
Packet ProcessedPacket
리턴 void

OnNewTimeOfDay() 공개 정적인 메소드

public static OnNewTimeOfDay ( NetworkClient Client, ProcessedPacket Packet ) : DateTime
Client NetworkClient
Packet ProcessedPacket
리턴 DateTime

OnPlayerJoinedSession() 공개 정적인 메소드

A player joined a session (game) in progress.
public static OnPlayerJoinedSession ( NetworkClient Client, ProcessedPacket Packet ) : LotTileEntry
Client NetworkClient
Packet ProcessedPacket
리턴 LotTileEntry

OnPlayerLeftSession() 공개 정적인 메소드

A player left a session (game) in progress.
public static OnPlayerLeftSession ( NetworkClient Client, ProcessedPacket Packet ) : void
Client NetworkClient
Packet ProcessedPacket
리턴 void

OnPlayerReceivedLetter() 공개 정적인 메소드

Received a letter from another player in a session.
public static OnPlayerReceivedLetter ( NetworkClient Client, ProcessedPacket Packet ) : void
Client NetworkClient
Packet ProcessedPacket
리턴 void

OnVMPacket() 공개 정적인 메소드

Reroute to a VM, eventually these will be ID'd
public static OnVMPacket ( NetworkClient Client, ProcessedPacket Packet ) : void
Client NetworkClient
Packet ProcessedPacket
리턴 void