Packet Encode() { Packet packet; U32 scene_rot_pos_buff_len = 0; BYTE* scene_rot_pos_buff = m_scene_rot_pos->GetBytes(&scene_rot_pos_buff_len); packet.WriteBytes(scene_rot_pos_buff, scene_rot_pos_buff_len); U32 forward_buff_len = 0; BYTE* forward_buff = m_forward->GetBytes(&forward_buff_len); packet.WriteBytes(forward_buff, forward_buff_len); packet.WriteString(m_ani_name); packet.WriteI16(m_x_axis); packet.WriteU32(m_uid); packet.Encode(Msg::P_ACK_SCENE_MOVE); return packet; }
Packet Encode() { Packet packet; U16 players_count = (U16)m_players.size(); packet.WriteU16(players_count); for (list<MsgScenePlayer*>::iterator i = m_players.begin(); i != m_players.end(); i++) { U32 players_buff_len = 0; MsgScenePlayer* xx = (MsgScenePlayer*)*i; BYTE* players_buff = xx->GetBytes(&players_buff_len); packet.WriteBytes(players_buff, players_buff_len); } packet.Encode(Msg::P_ACK_SCENE_PLAYERS); return packet; }
Packet Encode() { Packet packet; packet.WriteU8(m_id_u8); packet.WriteU16(m_id_u16); packet.WriteU32(m_id_u32); U16 repeat_id_u8_count = (U16)m_repeat_id_u8.size(); packet.WriteU16(repeat_id_u8_count); for (list<U8>::iterator i = m_repeat_id_u8.begin(); i != m_repeat_id_u8.end(); i++) { packet.WriteU8((U8)*i); } packet.WriteU8(m_optional_id_u8_flag); if (m_optional_id_u8_flag == 1) { packet.WriteU8(m_optional_id_u8); } packet.Encode(Msg::P_ACK_TEST_X_X); return packet; }