bool CGameSocket::HandlePacket(Packet & pkt) { switch (pkt.GetOpcode()) { case AI_SERVER_CONNECT: RecvServerConnect(pkt); break; case AG_USER_INFO: RecvUserInfo(pkt); break; case AG_USER_INOUT: RecvUserInOut(pkt); break; case AG_USER_MOVE: RecvUserMove(pkt); break; case AG_USER_MOVEEDGE: RecvUserMoveEdge(pkt); break; case AG_ATTACK_REQ: RecvAttackReq(pkt); break; case AG_USER_LOG_OUT: RecvUserLogOut(pkt); break; case AG_USER_REGENE: RecvUserRegene(pkt); break; case AG_USER_SET_HP: RecvUserSetHP(pkt); break; case AG_NPC_HP_CHANGE: RecvNpcHpChange(pkt); break; case AG_USER_UPDATE: RecvUserUpdate(pkt); break; case AG_ZONE_CHANGE: RecvZoneChange(pkt); break; case AG_USER_PARTY: m_Party.PartyProcess(pkt); break; case AG_USER_INFO_ALL: RecvUserInfoAllData(pkt); break; case AG_PARTY_INFO_ALL: RecvPartyInfoAllData(pkt); break; case AG_CHECK_ALIVE_REQ: RecvCheckAlive(pkt); break; case AG_HEAL_MAGIC: RecvHealMagic(pkt); break; case AG_TIME_WEATHER: RecvTimeAndWeather(pkt); break; case AG_USER_FAIL: RecvUserFail(pkt); break; case AG_BATTLE_EVENT: RecvBattleEvent(pkt); break; case AG_NPC_GATE_OPEN: RecvGateOpen(pkt); break; case AG_USER_VISIBILITY: RecvUserVisibility(pkt); break; } return true; }
void CGameSocket::Parsing( int length, char* pData ) { int index = 0; BYTE bType = GetByte(pData, index); switch(bType) { case SERVER_CONNECT: RecvServerConnect(pData); break; case AG_USER_INFO: RecvUserInfo(pData+index); break; case AG_USER_INOUT: RecvUserInOut(pData+index); break; case AG_USER_MOVE: RecvUserMove(pData+index); break; case AG_USER_MOVEEDGE: RecvUserMoveEdge(pData+index); break; case AG_ATTACK_REQ: RecvAttackReq(pData+index); break; case AG_USER_LOG_OUT: RecvUserLogOut(pData+index); break; case AG_USER_REGENE: RecvUserRegene(pData+index); break; case AG_USER_SET_HP: RecvUserSetHP(pData+index); break; case AG_USER_UPDATE: RecvUserUpdate(pData+index); break; case AG_ZONE_CHANGE: RecvZoneChange(pData+index); break; case AG_USER_PARTY: //if(m_pParty) m_Party.PartyProcess(pData+index); break; case AG_MAGIC_ATTACK_REQ: RecvMagicAttackReq(pData+index); break; case AG_COMPRESSED_DATA: RecvCompressedData(pData+index); break; case AG_USER_INFO_ALL: RecvUserInfoAllData(pData+index); break; case AG_PARTY_INFO_ALL: RecvPartyInfoAllData(pData+index); break; case AG_CHECK_ALIVE_REQ: RecvCheckAlive(pData+index); break; case AG_HEAL_MAGIC: RecvHealMagic(pData+index); break; case AG_TIME_WEATHER: RecvTimeAndWeather(pData+index); break; case AG_USER_FAIL: RecvUserFail(pData+index); break; case AG_BATTLE_EVENT: RecvBattleEvent(pData+index); break; case AG_NPC_GATE_OPEN: RecvGateOpen(pData+index); break; } }
bool CAISocket::HandlePacket(Packet & pkt) { TRACE("CAISocket::Parsing() - %X (%d), len=%d\n", pkt.GetOpcode(), pkt.GetOpcode(), pkt.size()); switch (pkt.GetOpcode()) { case AG_CHECK_ALIVE_REQ: RecvCheckAlive(pkt); break; case AI_SERVER_CONNECT: LoginProcess(pkt); break; case AG_SERVER_INFO: RecvServerInfo(pkt); break; case NPC_INFO_ALL: RecvNpcInfoAll(pkt); break; case MOVE_RESULT: RecvNpcMoveResult(pkt); break; case MOVE_END_RESULT: break; case AG_ATTACK_RESULT: RecvNpcAttack(pkt); break; case AG_MAGIC_ATTACK_RESULT: RecvMagicAttackResult(pkt); break; case AG_NPC_INFO: RecvNpcInfo(pkt); break; case AG_USER_SET_HP: RecvUserHP(pkt); break; case AG_USER_EXP: RecvUserExp(pkt); break; case AG_SYSTEM_MSG: RecvSystemMsg(pkt); break; case AG_NPC_GIVE_ITEM: RecvNpcGiveItem(pkt); break; case AG_USER_FAIL: RecvUserFail(pkt); break; case AG_NPC_GATE_DESTORY: RecvGateDestory(pkt); break; case AG_DEAD: RecvNpcDead(pkt); break; case AG_NPC_INOUT: RecvNpcInOut(pkt); break; case AG_BATTLE_EVENT: RecvBattleEvent(pkt); break; case AG_NPC_EVENT_ITEM: RecvNpcEventItem(pkt); break; case AG_NPC_GATE_OPEN: RecvGateOpen(pkt); break; case AG_COMPRESSED: RecvCompressed(pkt); break; } return true; }
void CAISocket::Parsing( int len, char* pData ) { int index = 0; BYTE command = GetByte(pData, index); //TRACE("CAISocket::Parsing - command=%d, length = %d\n", command, len); switch( command ) { case AG_CHECK_ALIVE_REQ: RecvCheckAlive(pData+index); break; case AI_SERVER_CONNECT: LoginProcess(pData+index); break; case AG_SERVER_INFO: RecvServerInfo(pData+index); break; case NPC_INFO_ALL: RecvNpcInfoAll(pData+index); break; case MOVE_RESULT: RecvNpcMoveResult(pData+index); break; case MOVE_END_RESULT: break; case AG_ATTACK_RESULT: RecvNpcAttack(pData+index); break; case AG_MAGIC_ATTACK_RESULT: RecvMagicAttackResult(pData+index); break; case AG_NPC_INFO: RecvNpcInfo(pData+index); break; case AG_USER_SET_HP: RecvUserHP(pData+index); break; case AG_USER_EXP: RecvUserExp(pData+index); break; case AG_SYSTEM_MSG: RecvSystemMsg(pData+index); break; case AG_NPC_GIVE_ITEM: RecvNpcGiveItem(pData+index); break; case AG_USER_FAIL: RecvUserFail(pData+index); break; case AG_NPC_GATE_DESTORY: RecvGateDestory(pData+index); break; case AG_DEAD: RecvNpcDead(pData+index); break; case AG_NPC_INOUT: RecvNpcInOut(pData+index); break; case AG_BATTLE_EVENT: RecvBattleEvent(pData+index); break; case AG_NPC_EVENT_ITEM: RecvNpcEventItem(pData+index); break; case AG_NPC_GATE_OPEN: RecvGateOpen(pData+index); break; } }