本文整理汇总了C#中IRpcController类的典型用法代码示例。如果您正苦于以下问题:C# IRpcController类的具体用法?C# IRpcController怎么用?C# IRpcController使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
IRpcController类属于命名空间,在下文中一共展示了IRpcController类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: SelectToon
public override void SelectToon(IRpcController controller, SelectToonRequest request, Action<SelectToonResponse> done)
{
done(new SelectToonResponse.Builder
{
}.Build());
}
开发者ID:Geracl,项目名称:d3proto,代码行数:7,代码来源:ToonServiceExternalImpl.cs
示例2: ListFactories
public override void ListFactories(IRpcController controller, ListFactoriesRequest request, Action<ListFactoriesResponse> done)
{
Logger.Trace("ListFactories() {0}", this.Client);
var description = GameFactoryDescription.CreateBuilder().SetId(14249086168335147635);
var attributes = new bnet.protocol.attribute.Attribute[4]
{
bnet.protocol.attribute.Attribute.CreateBuilder().SetName("min_players").SetValue(bnet.protocol.attribute.Variant.CreateBuilder().SetIntValue(2)).Build(),
bnet.protocol.attribute.Attribute.CreateBuilder().SetName("max_players").SetValue(bnet.protocol.attribute.Variant.CreateBuilder().SetIntValue(4)).Build(),
bnet.protocol.attribute.Attribute.CreateBuilder().SetName("num_teams").SetValue(bnet.protocol.attribute.Variant.CreateBuilder().SetIntValue(1)).Build(),
bnet.protocol.attribute.Attribute.CreateBuilder().SetName("version").SetValue(bnet.protocol.attribute.Variant.CreateBuilder().SetStringValue("0.3.0")).Build()
};
description.AddRangeAttribute(attributes);
description.AddStatsBucket(GameStatsBucket.CreateBuilder()
.SetBucketMin(0)
.SetBucketMax(4267296)
.SetWaitMilliseconds(1354)
.SetGamesPerHour(0)
.SetActiveGames(69)
.SetActivePlayers(75)
.SetFormingGames(5)
.SetWaitingPlayers(0).Build());
var builder = ListFactoriesResponse.CreateBuilder().AddDescription(description).SetTotalResults(1);
done(builder.Build());
}
开发者ID:ncoop23,项目名称:mooege,代码行数:27,代码来源:GameMasterService.cs
示例3: SubscribeToUserManager
public override void SubscribeToUserManager(IRpcController controller, SubscribeToUserManagerRequest request, Action<SubscribeToUserManagerResponse> done)
{
done(new SubscribeToUserManagerResponse.Builder
{
}.Build());
}
开发者ID:Geracl,项目名称:d3proto,代码行数:7,代码来源:UserManagerServiceImpl.cs
示例4: SendInvitation
public override void SendInvitation(IRpcController controller, bnet.protocol.invitation.SendInvitationRequest request, Action<bnet.protocol.NoData> done)
{
// somehow protobuf lib doesnt handle this extension, so we're using a workaround to get that channelinfo.
var extensionBytes = request.UnknownFields.FieldDictionary[103].LengthDelimitedList[0].ToByteArray();
var friendRequest = bnet.protocol.friends.SendInvitationRequest.ParseFrom(extensionBytes);
if (friendRequest.TargetEmail.ToLower() == this.Client.Account.Email.ToLower()) return; // don't allow him to invite himself - and we should actually return an error!
// also he shouldn't be allowed to invite his current friends - put that check too!. /raist
var inviteee = AccountManager.GetAccountByEmail(friendRequest.TargetEmail);
if (inviteee == null) return; // we need send an error response here /raist.
Logger.Trace("{0} sent {1} friend invitation.", this.Client.Account, inviteee);
var invitation = bnet.protocol.invitation.Invitation.CreateBuilder()
.SetId(FriendManager.InvitationIdCounter++) // we may actually need to store invitation ids in database with the actual invitation there. /raist.
.SetInviterIdentity(this.Client.GetIdentity(true, false, false))
.SetInviterName(this.Client.Account.Email) // we shoulde be instead using account owner's name here.
.SetInviteeIdentity(bnet.protocol.Identity.CreateBuilder().SetAccountId(inviteee.BnetAccountID))
.SetInviteeName(inviteee.Email) // again we should be instead using invitee's name.
.SetInvitationMessage(request.InvitationMessage)
.SetCreationTime(DateTime.Now.ToUnixTime())
.SetExpirationTime(86400);
// Response is bnet.protocol.NoData as of 7728. /raist.
//var response = bnet.protocol.invitation.SendInvitationResponse.CreateBuilder()
// .SetInvitation(invitation.Clone());
var response = bnet.protocol.NoData.CreateBuilder();
done(response.Build());
// notify the invitee on invitation.
FriendManager.HandleInvitation(this.Client, invitation.Build());
}
开发者ID:fasbat,项目名称:mooege,代码行数:33,代码来源:FriendsService.cs
示例5: SubscribeToFriends
public override void SubscribeToFriends(IRpcController controller, SubscribeToFriendsRequest request, Action<SubscribeToFriendsResponse> done)
{
done(new SubscribeToFriendsResponse.Builder
{
}.Build());
}
开发者ID:Geracl,项目名称:d3proto,代码行数:7,代码来源:FriendsServiceImpl.cs
示例6: SendReport
public override void SendReport(IRpcController controller, bnet.protocol.report.SendReportRequest request, Action<bnet.protocol.NoData> done)
{
Logger.Trace("SendReport()");
var report = request.Report;
//TODO: Store reports against accounts
foreach (var attribute in report.AttributeList)
{
switch (attribute.Name)
{
case "target_toon_id": //uint GameAccount.Low
var reportee = GameAccountManager.GetAccountByPersistentID(attribute.Value.UintValue);
Logger.Trace("{0} reported {1} for \"{2}\".", this.Client.Account.CurrentGameAccount.CurrentToon, reportee, report.ReportType);
break;
//case "target_account_id": //uint Account.Low
//case "target_toon_name": //string
//case "target_toon_program": //fourcc
//case "target_toon_region": //string
//case "note": //string - not currently used in client
}
}
var builder = bnet.protocol.NoData.CreateBuilder();
done(builder.Build());
}
开发者ID:RC1140,项目名称:mooege,代码行数:26,代码来源:ReportService.cs
示例7: SubscribeToFriends
public override void SubscribeToFriends(IRpcController controller, bnet.protocol.friends.SubscribeToFriendsRequest request, Action<bnet.protocol.friends.SubscribeToFriendsResponse> done)
{
Logger.Trace("Subscribe() {0}", this.Client);
FriendManager.Instance.AddSubscriber(this.Client, request.ObjectId);
var builder = bnet.protocol.friends.SubscribeToFriendsResponse.CreateBuilder()
.SetMaxFriends(127)
.SetMaxReceivedInvitations(127)
.SetMaxSentInvitations(127)
.AddRole(bnet.protocol.Role.CreateBuilder().SetId(1).SetName("battle_tag_friend").Build())
.AddRole(bnet.protocol.Role.CreateBuilder().SetId(2).SetName("real_id_friend").Build());
foreach (var friend in FriendManager.Friends[this.Client.Account.BnetEntityId.Low]) // send friends list.
{
builder.AddFriends(friend);
}
var invitations = new List<bnet.protocol.invitation.Invitation>();
foreach (var invitation in FriendManager.OnGoingInvitations.Values)
{
if (invitation.InviteeIdentity.AccountId == this.Client.Account.BnetEntityId)
{
invitations.Add(invitation);
}
}
if (invitations.Count > 0)
builder.AddRangeReceivedInvitations(invitations);
done(builder.Build());
}
开发者ID:ElCorpseMaker,项目名称:mooege,代码行数:33,代码来源:FriendsService.cs
示例8: ModuleMessage
public override void ModuleMessage(IRpcController controller, ModuleMessageRequest request, Action<NoData> done)
{
var moduleId = request.ModuleId;
var message = request.Message.ToByteArray();
var command = message[0];
done(new NoData.Builder().Build());
if (moduleId == 0 && command == 2)
{
byte[] A = message.Skip(1).Take(128).ToArray();
byte[] M1 = message.Skip(1 + 128).Take(32).ToArray();
byte[] seed = message.Skip(1 + 32 + 128).Take(128).ToArray();
if (srp.Verify(A, M1, seed) == false)
{
client.ListenerId = 0;
client.ErrorCode = AuthError.InvalidCredentials;
}
else
{
var moduleMessagedRequest = ModuleMessageRequest.CreateBuilder()
.SetModuleId(moduleId)
.SetMessage(ByteString.CopyFrom(srp.Response2))
.Build();
AuthenticationClient.CreateStub(client).ModuleMessage(controller, moduleMessagedRequest, ClientServiceCallback);
}
wait.Set();
}
}
开发者ID:Geracl,项目名称:d3proto,代码行数:33,代码来源:AuthenticationServerImpl.cs
示例9: AcceptInvitation
public override void AcceptInvitation(IRpcController controller, bnet.protocol.invitation.GenericRequest request, Action<bnet.protocol.NoData> done)
{
var response = bnet.protocol.NoData.CreateBuilder();
done(response.Build());
FriendManager.HandleAccept(this.Client, request);
}
开发者ID:rosebud,项目名称:mooege,代码行数:7,代码来源:FriendsService.cs
示例10: SendInvitation
public override void SendInvitation(IRpcController controller, bnet.protocol.invitation.SendInvitationRequest request, Action<SendInvitationResponse> done)
{
Logger.Trace("SendInvitation() Stub");
//TODO: Set these to the corect values.
const ulong accountHandle = 0x0000000000000000;
const ulong gameAccountHandle = 0x0000000000000000;
var invitation = bnet.protocol.invitation.Invitation.CreateBuilder()
.SetCreationTime(DateTime.Now.ToUnixTime())
.SetExpirationTime(request.ExpirationTime)
.SetId(0)
.SetInvitationMessage(request.InvitationMessage)
.SetInviteeIdentity(bnet.protocol.Identity.CreateBuilder()
.SetAccountId(bnet.protocol.EntityId.CreateBuilder().SetHigh(accountHandle).SetLow(0x1).Build()) //TODO: Change SetLow to an actual index in the database.
.SetGameAccountId(bnet.protocol.EntityId.CreateBuilder().SetHigh(gameAccountHandle).SetLow(0x1).Build()) //TODO: Change SetLow to an actual index in the database.
.Build())
.SetInviteeName("FriendName") //TODO: Set this to the name retrieved from the database.
.SetInviterIdentity(bnet.protocol.Identity.CreateBuilder()
.SetAccountId(bnet.protocol.EntityId.CreateBuilder().SetHigh(accountHandle).SetLow(0x0).Build()) //TODO: Change SetLow to an actual index in the database.
.SetGameAccountId(bnet.protocol.EntityId.CreateBuilder().SetHigh(gameAccountHandle).SetLow(0x0).Build()) //TODO: Change SetLow to an actual index in the database.
.Build())
.SetInviterName("YourName") //TODO: Set this to the name retrieved from the database.
.Build();
var builder = bnet.protocol.invitation.SendInvitationResponse.CreateBuilder().SetInvitation(invitation);
done(builder.Build());
}
开发者ID:pvpmagebro,项目名称:d3sharp,代码行数:28,代码来源:FriendsService.cs
示例11: ListFactories
public override void ListFactories(IRpcController controller, ListFactoriesRequest request, Action<ListFactoriesResponse> done)
{
GameFactoryDescription.Builder description = GameFactoryDescription.CreateBuilder().SetId(0xc5beec600d8c6273);
var atributes = new[]
{
Attribute.CreateBuilder().SetName("min_players").SetValue(Variant.CreateBuilder().SetIntValue(2)).Build(),
Attribute.CreateBuilder().SetName("max_players").SetValue(Variant.CreateBuilder().SetIntValue(4)).Build(),
Attribute.CreateBuilder().SetName("num_teams").SetValue(Variant.CreateBuilder().SetIntValue(1)).Build(),
Attribute.CreateBuilder().SetName("version").SetValue(Variant.CreateBuilder().SetStringValue("0.3.0")).Build()
};
description.AddRangeAttribute(atributes);
description.AddStatsBucket(GameStatsBucket.CreateBuilder()
.SetBucketMin(0)
.SetBucketMax(4294967296F)
.SetWaitMilliseconds(1354)
.SetGamesPerHour(0)
.SetActiveGames(1)
.SetActivePlayers(1)
.SetFormingGames(0)
.SetWaitingPlayers(0)
.Build());
ListFactoriesResponse response = ListFactoriesResponse.CreateBuilder().AddDescription(description).SetTotalResults(1).Build();
done(response);
}
开发者ID:Geracl,项目名称:d3proto,代码行数:27,代码来源:GameMasterImpl.cs
示例12: GetConfiguration
public override void GetConfiguration(IRpcController controller, GetConfigurationRequest request, Action<GetConfigurationResponse> done)
{
Logger.Trace("GetConfiguration()");
//TODO: Figure out what the buyout rules/specialist values are, and if they are related /dustinconrad
var builder = GetConfigurationResponse.CreateBuilder()
.AddConfigs(SpecialistConfig.CreateBuilder()
.SetSpecialist(1)
.AddAuctionDurations(720)
.AddAuctionDurations(1440)
.AddAuctionDurations(2880)
.AddAuctionStartDelays(5)
.SetAntiSnipingExtensionDelay(1)
.AddCurrencyConfig(CurrencyConfig.CreateBuilder()
.SetCurrency("D3_GOLD")
.SetTickSize(1)
.SetFlatOutbidIncr(1)
.SetScaleOutbidIncr(10)
.SetMinStartingUnitPrice(5)
.SetMaxStartingUnitPrice(4294967295)
.SetMaxUnitPrice(4294967295)
.SetMaxTotalAmount(281474976710655)
.SetBuyoutRule(1))
.AddCurrencyConfig(CurrencyConfig.CreateBuilder()
.SetCurrency("USD")
.SetTickSize(2)
.SetFlatOutbidIncr(2)
.SetScaleOutbidIncr(10)
.SetMinStartingUnitPrice(30)
.SetMaxStartingUnitPrice(4294967295)
.SetMaxUnitPrice(4294967295)
.SetMaxTotalAmount(281474976710655)
.SetBuyoutRule(1)))
.AddConfigs(SpecialistConfig.CreateBuilder()
.SetSpecialist(2)
.AddAuctionDurations(2880)
.AddAuctionDurations(10080)
.AddAuctionStartDelays(0)
.SetAntiSnipingExtensionDelay(0)
.AddCurrencyConfig(CurrencyConfig.CreateBuilder()
.SetCurrency("D3_GOLD")
.SetTickSize(1)
.SetFlatOutbidIncr(1)
.SetScaleOutbidIncr(10)
.SetMinStartingUnitPrice(5)
.SetMaxStartingUnitPrice(4294967295)
.SetMaxUnitPrice(4294967295)
.SetMaxTotalAmount(281474976710655)
.SetBuyoutRule(2))
.AddCurrencyConfig(CurrencyConfig.CreateBuilder()
.SetCurrency("USD")
.SetTickSize(2)
.SetFlatOutbidIncr(2)
.SetScaleOutbidIncr(10)
.SetMinStartingUnitPrice(30)
.SetMaxStartingUnitPrice(4294967295)
.SetMaxUnitPrice(4294967295)
.SetMaxTotalAmount(281474976710655)
.SetBuyoutRule(2)));
done(builder.Build());
}
开发者ID:ncoop23,项目名称:mooege,代码行数:60,代码来源:ExchangeService.cs
示例13: FindGame
public override void FindGame(IRpcController controller, bnet.protocol.game_master.FindGameRequest request, Action<bnet.protocol.game_master.FindGameResponse> done)
{
Logger.Trace("FindGame() {0}", this.Client);
// find the game.
var gameFound = GameFactoryManager.FindGame(this.Client, request, ++GameFactoryManager.RequestIdCounter);
//TODO: Find out why on rejoin game this is null
if (Client.CurrentChannel != null)
{
//TODO: All these ChannelState updates can be moved to functions someplace else after packet flow is discovered and working -Egris
//Send current JoinPermission to client before locking it
var channelStatePermission = bnet.protocol.channel.ChannelState.CreateBuilder()
.AddAttribute(bnet.protocol.attribute.Attribute.CreateBuilder()
.SetName("D3.Party.JoinPermissionPreviousToLock")
.SetValue(bnet.protocol.attribute.Variant.CreateBuilder().SetIntValue(1).Build())
.Build()).Build();
var notificationPermission = bnet.protocol.channel.UpdateChannelStateNotification.CreateBuilder()
.SetAgentId(this.Client.Account.CurrentGameAccount.BnetEntityId)
.SetStateChange(channelStatePermission)
.Build();
this.Client.MakeTargetedRPC(Client.CurrentChannel, () =>
bnet.protocol.channel.ChannelSubscriber.CreateStub(this.Client).NotifyUpdateChannelState(null, notificationPermission, callback => { }));
}
var builder = bnet.protocol.game_master.FindGameResponse.CreateBuilder().SetRequestId(gameFound.RequestId);
done(builder.Build());
var clients = new List<MooNetClient>();
foreach (var player in request.PlayerList)
{
foreach (var gameAccount in GameAccountManager.GameAccountsList)
{
if (player.Identity.GameAccountId.Low == gameAccount.BnetEntityId.Low)
{
clients.Add(gameAccount.LoggedInClient);
}
}
}
// send game found notification.
var notificationBuilder = bnet.protocol.game_master.GameFoundNotification.CreateBuilder()
.SetRequestId(gameFound.RequestId)
.SetGameHandle(gameFound.GameHandle);
this.Client.MakeRPCWithListenerId(request.ObjectId, () =>
bnet.protocol.game_master.GameFactorySubscriber.CreateStub(this.Client).NotifyGameFound(null, notificationBuilder.Build(), callback => { }));
if(gameFound.Started)
{
Logger.Warn("Client {0} joining game with FactoryID:{1}", this.Client.Account.CurrentGameAccount.CurrentToon.HeroNameField.Value, gameFound.FactoryID);
gameFound.JoinGame(clients, request.ObjectId);
}
else
{
Logger.Warn("Client {0} creating new game", this.Client.Account.CurrentGameAccount.CurrentToon.HeroNameField.Value);
gameFound.StartGame(clients, request.ObjectId);
}
}
开发者ID:jujuman,项目名称:mooege,代码行数:59,代码来源:GameMasterService.cs
示例14: GetContentHandle
public override void GetContentHandle(IRpcController controller, ContentHandleRequest request, Action<ContentHandle> done)
{
Logger.Trace("GetContentHandle()");
//Beta this returns status 4, no payload
throw new NotImplementedException();
}
开发者ID:Nakyo,项目名称:mooege,代码行数:8,代码来源:ResourceService.cs
示例15: UnregisterFromService
public override void UnregisterFromService(IRpcController controller, bnet.protocol.achievements.UnregisterFromServiceRequest request, Action<bnet.protocol.NoData> done)
{
Logger.Trace("Unregister()");
var builder = bnet.protocol.NoData.CreateBuilder();
done(builder.Build());
}
开发者ID:loonbg,项目名称:mooege,代码行数:8,代码来源:AchievementService.cs
示例16: ProcessClientRequest
public override void ProcessClientRequest(IRpcController controller, ClientRequest request, Action<ClientResponse> done)
{
var response = new ClientResponse.Builder
{
};
done(response.Build());
}
开发者ID:Geracl,项目名称:d3proto,代码行数:8,代码来源:GameUtilitiesImpl.cs
示例17: SubscribeToFriends
public override void SubscribeToFriends(IRpcController controller, SubscribeToFriendsRequest request, Action<SubscribeToFriendsResponse> done)
{
Logger.Trace("SubscribeToFriends()");
var builder = SubscribeToFriendsResponse.CreateBuilder()
.SetMaxFriends(127)
.SetMaxReceivedInvitations(127)
.SetMaxSentInvitations(127);
done(builder.Build());
}
开发者ID:pvpmagebro,项目名称:d3sharp,代码行数:9,代码来源:FriendsService.cs
示例18: ToonList
public override void ToonList(IRpcController controller, ToonListRequest request, Action<ToonListResponse> done)
{
var builder = new ToonListResponse.Builder
{
};
//builder.AddToons(EntityId.CreateBuilder().SetHigh(216174302532224051).SetLow(1).Build());
done(builder.Build());
}
开发者ID:Geracl,项目名称:d3proto,代码行数:9,代码来源:ToonServiceExternalImpl.cs
示例19: Connect
public override void Connect(IRpcController controller, ConnectRequest request, Action<ConnectResponse> done)
{
var response = ConnectResponse.CreateBuilder()
.SetServerId(ProcessId.CreateBuilder().SetLabel(0xDEADBABE).SetEpoch(DateTime.Now.ToUnixTime()))
.SetClientId(ProcessId.CreateBuilder().SetLabel(0xDEADBEEF).SetEpoch(DateTime.Now.ToUnixTime()))
.Build();
done(response);
}
开发者ID:Geracl,项目名称:d3proto,代码行数:9,代码来源:ConnectionServiceImpl.cs
示例20: ProcessClientRequest
public override void ProcessClientRequest(IRpcController controller, ClientRequest request, Action<ClientResponse> done)
{
Logger.Trace("ProcessClientRequest()");
// TODO: handle the request. this is where banner changing happens (CustomMessageId 4)
// CustomMessage for banner change is a D3.GameMessages.SaveBannerConfiguration
var builder = ClientResponse.CreateBuilder();
done(builder.Build());
}
开发者ID:superk,项目名称:d3sharp,代码行数:9,代码来源:GameUtilitiesService.cs
注:本文中的IRpcController类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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