Files
test/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs
T

809 lines
30 KiB
C#

using BrewMonster;
using BrewMonster.Common;
using CSNetwork;
using CSNetwork.C2SCommand;
using CSNetwork.Protocols;
using CSNetwork.Protocols.RPCData;
using CSNetwork.Security;
using ModelRenderer.Scripts.Common;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using BrewMonster.Scripts.Task;
using BrewMonster.UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using BrewMonster.Scripts;
namespace BrewMonster.Network
{
// How to connect to the server:
// 1. Set the connection info
// 2. Login
public class UnityGameSession : MonoSingleton<UnityGameSession>
{
private const string WorldSceneName = "a61";
private const string LoginSceneName = "LoginScene";
private GameSession _gameSession;
private bool _isInitialized = false;
private string _ip = "";
private int _port = 0;
private string _username = "";
private string _password = "";
private bool _isIntentionalDisconnect = false;
CECStubbornFactionInfoSender m_stubbornFactionInfoSender;
public GameSession GameSession { get => _gameSession; }
public CECC2SCmdCache GetC2SCmdCache() { return _gameSession.CmdCache; }
#if UNITY_EDITOR
public bool isDebg;
private bool lastDebug;
public void OnValidate()
{
if (_gameSession != null && isDebg != lastDebug)
{
_gameSession.IsDebug = isDebg;
lastDebug = isDebg;
}
}
#endif
protected override void Awake()
{
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
GameSession.Context = SynchronizationContext.Current;
base.Awake();
}
private void Start()
{
CECNPC.InitStaticRes();
}
/// <summary>
/// Send a
/// </summary>
/// <param name="protocol"></param>
/// <param name="complete"></param>
public static void SendProtocol(Protocol protocol, Action complete = null)
{
if (!Instance._isInitialized)
{
return;
}
Instance._gameSession.SendProtocol(protocol, complete);
}
/// <summary>Set the connection info. This MUST be called call before login</summary>
public static void SetConnectionInfo(string ip, int port)
{
BMLogger.Log($"Set connection info {ip} {port}");
Instance._ip = ip;
Instance._port = port;
}
/// <summary>
/// Origin-like: In-game can only return to Select Role (LOGOUT(1)).
/// This will load LoginScene and auto-login (using saved creds) to show the Select Role UI.
/// </summary>
public static void ReturnToSelectRole()
{
if (Instance == null) return;
// Origin-like: in-game only returns to Select Role (auto-login using saved creds).
// Keep world scene loaded (a61) but cleaned.
_ = Instance.LogoutAndReturnAsync(outType: 1, entryTarget: LogoutFlowState.LoginEntryTarget.SelectRole, clearSavedCreds: false);
}
/// <summary>
/// Origin-like: Account logout from Select Role (LOGOUT(0)).
/// This will clear saved creds and load LoginScene showing username/password UI.
/// </summary>
public static void LogoutAccount()
{
if (Instance == null) return;
_ = Instance.LogoutAndReturnAsync(outType: 0, entryTarget: LogoutFlowState.LoginEntryTarget.LoginUI, clearSavedCreds: true);
}
public static void c2s_CmdCastSkill(int idSkill, byte byPVPMask, int iNumTarget, int[] aTargets)
{
Instance._gameSession.CmdCache.SendCmdCastSkill(idSkill, byPVPMask, iNumTarget, aTargets);
}
public static void c2s_CmdCastInstantSkill(int idSkill, byte byPVPMask, int iNumTarget, int[] aTargets)
{
Instance._gameSession.CmdCache.SendCmdCastInstantSkill(idSkill, byPVPMask, iNumTarget, aTargets);
}
public static void c2s_CmdCastPosSkill(int idSkill, Vector3 vDest, byte byPVPMask, int iNumTarget, int aTargets)
{
Instance._gameSession.c2s_CmdCastPosSkill(idSkill, vDest, byPVPMask, iNumTarget, aTargets);
}
public static async Task Login(string username, string password, Action<bool> onLoginComplete = null)
{
Instance._username = username;
Instance._password = password;
if (Instance._ip == "" || Instance._port == 0)
{
BMLogger.LogError($"IP or port is not set {Instance._ip} {Instance._port}");
onLoginComplete?.Invoke(false);
return;
}
BMLogger.Log( $"Connecting to {Instance._ip} {Instance._port}...");
await Instance.ConnectAsync(Instance._ip, Instance._port);
if (!Instance._gameSession.IsConnected)
{
BMLogger.LogError($"Failed to connect to {Instance._ip} {Instance._port}");
onLoginComplete?.Invoke(false);
return;
}
Instance._gameSession.LoginAsync(username, password, onLoginComplete);
}
public void c2s_SendCmdStopMove(in Vector3 vDest, float fSpeed, int iMoveMode,
byte byDir, ushort wStamp, int iTime)
{
BMLogger.LogWarning("HoangDev : c2s_SendCmdStopMove");
Instance._gameSession.c2s_SendCmdStopMove(vDest, fSpeed, iMoveMode, byDir, wStamp, iTime);
}
public void c2s_CmdPlayerMove(in Vector3 vCurPos, in Vector3 vDest,
int iTime, float fSpeed, int iMoveMode, ushort wStamp)
{
Instance._gameSession.c2s_CmdPlayerMove(vCurPos, vDest, iTime, fSpeed, iMoveMode, wStamp);
}
protected override void Initialize()
{
BaseSecurity.Initizalize();
ProtocolFactory.RegisterAllProtocols();
_gameSession = new GameSession();
#if UNITY_EDITOR
var path = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf("Assets"));
#else
var path = Application.persistentDataPath;
#endif
_gameSession.SetLogPath(Path.Combine(path, "Logs", "GameSession.log"));
// Subscribe to unexpected disconnects
_gameSession.Disconnected += OnUnexpectedDisconnect;
_isInitialized = true;
DontDestroyOnLoad(gameObject);
}
private async Task LogoutAndReturnAsync(int outType, LogoutFlowState.LoginEntryTarget entryTarget, bool clearSavedCreds)
{
// Tell LoginScene what to show next.
LogoutFlowState.NextLoginEntry = entryTarget;
if (clearSavedCreds)
{
PlayerPrefs.DeleteKey("username");
PlayerPrefs.DeleteKey("password");
PlayerPrefs.Save();
}
try
{
if (_gameSession != null && _gameSession.IsConnected)
{
// Mark this as an intentional disconnect to prevent showing error message
_isIntentionalDisconnect = true;
// Send LOGOUT(outType) like the original client.
_gameSession.SendPlayerLogout(outType);
// Wait briefly for server-driven disconnect.
await WaitForDisconnectAsync(timeoutMs: 4000);
}
}
catch (Exception ex)
{
BMLogger.LogError($"LogoutAndReturnAsync exception: {ex.Message}");
}
finally
{
// Fallback: if server didn't close, close locally.
if (_gameSession != null && _gameSession.IsConnected)
{
_gameSession.Disconnect();
}
}
// Return to LoginScene.
// IMPORTANT: for outType=1 we must keep the world scene (a61) loaded; only "clean" runtime objects.
await Task.Yield();
// Requirement: even on account logout, keep a61 loaded (do not delete the world scene),
// just clean runtime objects and show LoginScene UI.
CleanRuntimeObjectsKeepWorld();
await EnsureSceneLoadedAdditiveAsync(WorldSceneName);
await EnsureLoginSceneAdditiveAndActivateAsync(keepSceneName: WorldSceneName);
// When LoginScene is already loaded additively, Start() won't re-run.
// Force the login UI to refresh to the correct entry state immediately.
ApplyLoginEntryToUI(entryTarget);
// now we have to logout from Tech3C SDK
Tech3CSDKWrapper.Instance.Logout();
}
private static void ApplyLoginEntryToUI(LogoutFlowState.LoginEntryTarget entryTarget)
{
try
{
// Find even if inactive (Resources.FindObjectsOfTypeAll returns inactive objects too).
var all = Resources.FindObjectsOfTypeAll<LoginScreenUI>();
for (int i = 0; i < all.Length; i++)
{
var ui = all[i];
if (ui == null) continue;
if (!ui.gameObject.scene.IsValid() || ui.gameObject.scene.name != LoginSceneName) continue;
// Avoid hard dependency on method existence (merges may edit LoginScreenUI).
ui.SendMessage("ApplyLoginEntry", entryTarget, SendMessageOptions.DontRequireReceiver);
return;
}
}
catch (Exception ex)
{
BMLogger.LogError($"ApplyLoginEntryToUI error: {ex.Message}");
}
}
private static void CleanRuntimeObjectsKeepWorld()
{
// Spawned runtime objects (player/monsters/vfx) are parented under ObjectSpawner.
// Destroying them "cleans" the world without unloading the scene (a61 remains loaded).
try
{
var spawner = BrewMonster.ObjectSpawner.Instance;
if (spawner == null) return;
var root = spawner.transform;
for (int i = root.childCount - 1; i >= 0; i--)
{
var child = root.GetChild(i);
if (child != null)
UnityEngine.Object.Destroy(child.gameObject);
}
}
catch (Exception ex)
{
BMLogger.LogError($"CleanRuntimeObjectsKeepWorld error: {ex.Message}");
}
}
private static async Task EnsureSceneLoadedAdditiveAsync(string sceneName)
{
if (string.IsNullOrEmpty(sceneName)) return;
var s = SceneManager.GetSceneByName(sceneName);
if (s.IsValid() && s.isLoaded) return;
var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
while (op != null && !op.isDone)
await Task.Yield();
}
private static async Task EnsureLoginSceneAdditiveAndActivateAsync(string keepSceneName)
{
// Load LoginScene additively if needed (do not unload keepSceneName, e.g., a61).
var loginScene = SceneManager.GetSceneByName(LoginSceneName);
if (!loginScene.IsValid() || !loginScene.isLoaded)
{
var op = SceneManager.LoadSceneAsync(LoginSceneName, LoadSceneMode.Additive);
while (op != null && !op.isDone)
await Task.Yield();
loginScene = SceneManager.GetSceneByName(LoginSceneName);
}
if (loginScene.IsValid() && loginScene.isLoaded)
{
SceneManager.SetActiveScene(loginScene);
}
// Optionally unload other non-world scenes (keep a61 + LoginScene).
// This prevents extra scenes like NPCRender staying around.
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var s = SceneManager.GetSceneAt(i);
if (!s.IsValid() || !s.isLoaded) continue;
if (s.name == LoginSceneName) continue;
if (!string.IsNullOrEmpty(keepSceneName) && s.name == keepSceneName) continue;
// Only unload if it's not the active scene (we already switched active to LoginScene above).
if (SceneManager.GetActiveScene() == s) continue;
_ = SceneManager.UnloadSceneAsync(s);
}
}
private Task WaitForDisconnectAsync(int timeoutMs)
{
if (_gameSession == null || !_gameSession.IsConnected)
return Task.CompletedTask;
var tcs = new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
void OnDisc() => tcs.TrySetResult(true);
_gameSession.Disconnected += OnDisc;
return Task.Run(async () =>
{
try
{
await Task.WhenAny(tcs.Task, Task.Delay(timeoutMs));
}
finally
{
_gameSession.Disconnected -= OnDisc;
}
});
}
public RoleInfo GetRoleInfo()
{
return _gameSession.GetRoleInfo();
}
public string GetWorldInstanceName()
{
switch (_gameSession.GetRoleInfo().worldtag)
{
case 161:
return "a61";
default:
return "a61";
}
}
/// <summary>Make sure username and password is set before calling this method</summary>
private async Task ConnectAsync(string ip, int port)
{
if (!Instance._isInitialized)
{
BMLogger.LogError("GameSession is not initialized");
return;
}
await Instance._gameSession.ConnectAsync(ip, port);
}
/// <summary>Get the list of created characters</summary>
public static void GetRoleListAsync(Action<List<RoleInfo>> callback = null)
{
Instance._gameSession.GetRoleListAsync(callback);
}
public static void SelectRoleAsync(RoleInfo roleInfo, Action<RoleInfo> callback = null)
{
Instance._gameSession.SelectRoleAsync(roleInfo, callback);
}
public static void CreateRoleAsync(RoleInfo roleInfo, Octets referId, Action<RoleInfo> callback = null)
{
Instance._gameSession.CreateRoleAsync(roleInfo, referId, callback);
}
public static void EnterWorldAsync(RoleInfo roleInfo, Action callback = null)
{
BMLogger.Log("EnterWorldAsync !!!!! nay ");
Instance._gameSession.EnterWorldAsync(roleInfo, callback);
}
public static void SendChatData(byte cChannel, in string szMsg, int iPack, int iSlot)
{
Instance._gameSession.SendChatData(cChannel, szMsg, iPack, iSlot);
}
public static void RequestInventoryAsync(byte byPackage, Action callback = null)
{
Instance._gameSession.c2s_SendCmdGetIvtrDetailData(byPackage, callback);
}
public static void RequesrQueryPlayerCash()
{
Instance._gameSession.c2s_SendCmdQueryCashInfo();
}
public static void RequestDropEquipItem(byte index)
{
Instance._gameSession.RequestDropEquipItem(index);
}
public static void RequestEquipItemAsync(byte iIvtrIdx, byte iEquipIdx, Action callback = null)
{
Instance._gameSession.c2s_SendCmdEquipItem(iIvtrIdx, iEquipIdx, callback);
}
public static void RequestPickupItem(int idItem, int tid)
{
Instance._gameSession.CmdCache.SendCmdPickUp(idItem, tid);
}
public static void RequestDropIvrtItem(byte index, int amount)
{
Instance._gameSession.RequestDropIvtrItem(index, amount);
}
public static void LoadConfigData()
{
Instance._gameSession.LoadConfigData();
}
public static void RequestCheckSecurityPassWd(string password)
{
Instance._gameSession.c2s_SendCmdOpenFashionTrash(password);
}
public static void c2s_SendCmdContinueAction()
{
Instance._gameSession.c2s_SendCmdContinueAction();
}
public static void c2s_CmdReviveVillage()
{
Instance._gameSession.CmdCache.SendCmdReviveVillage();
}
public static void c2s_CmdReviveItem()
{
Instance._gameSession.CmdCache.SendCmdReviveItem();
}
public static void RequestReviveByPlayer()
{
Instance._gameSession.RequestReviveByPlayer();
}
public static void c2s_SendCmdUseItemWithTarget(byte byPackage, byte bySlot, int tid, byte byPVPMask)
{
Instance._gameSession.c2s_SendCmdUseItemWithTarget(byPackage, bySlot, tid, byPVPMask);
}
public void RequestMallShopping(uint count, int good_id, int good_index, int good_pos)
{
var goods = new CMD_MallShopping.goods[]
{
new CMD_MallShopping.goods
{
goods_id = good_id,
goods_index = good_index,
goods_pos = good_pos
}
};
Instance._gameSession.c2s_SendCmdMallShopping(count, goods);
}
public static void RequestAllInventoriesAsync(Action callback = null, params byte[] packages)
{
if (packages == null || packages.Length == 0)
{
packages = new byte[] { 0, 1, 2 };
}
int remaining = packages.Length;
Action onOneDone = () =>
{
remaining--;
if (remaining <= 0)
{
callback?.Invoke();
}
};
foreach (var p in packages)
{
RequestInventoryAsync(p, onOneDone);
}
}
public static void c2s_SendCmdNPCSevLearnSkill(int idSkill)
{
BMLogger.LogError("c2s_SendCmdNPCSevLearnSkill");
Instance._gameSession.c2s_SendCmdNPCSevLearnSkill(idSkill);
}
public static void c2s_CmdNPCSevHello(int nid)
{
Instance._gameSession.CmdCache.SendCmdNPCSevHello(nid);
}
public static void c2s_CmdNormalAttack(byte byPVPMask)
{
Instance._gameSession.c2s_CmdNormalAttack(byPVPMask);
}
public static void c2s_CmdCancelAction()
{
Instance._gameSession.CmdCache.SendCmdCancelAction();
}
public static void c2s_CmdUnselect()
{
Instance._gameSession.c2s_CmdUnselect();
}
public static void c2s_CmdSelectTarget(int idTarget)
{
Instance._gameSession.CmdCache.SendCmdSelectTarget(idTarget);
}
public static void c2s_CmdNPCSevWaypoint()
{
Instance._gameSession.c2s_SendCmdNPCSevWaypoint();
}
public static void c2s_CmdNPCSevMakeItem(int idSkill, int idItem, uint dwCount)
{
Instance._gameSession.c2s_SendCmdNPCSevMakeItem(idSkill, idItem, dwCount);
}
public void GetFactionInfo(int iNumFaction, int[] aFactinoIDs)
{
m_stubbornFactionInfoSender.Add(iNumFaction, aFactinoIDs);
}
public static void c2s_CmdSendEnterPKPrecinct()
{
Instance._gameSession.c2s_CmdSendEnterPKPrecinctint();
}
public static void c2s_CmdNPCSevHeal()
{
}
public static void c2s_SendCmdNotifyForceAttack(int iForceAttack, byte refuseBless)
{
Instance._gameSession.c2s_SendCmdNotifyForceAttack(iForceAttack, refuseBless);
}
public static void c2s_CmdNPCSevAcceptTask(int idTask,int idStorage,int idRefreshItem)
{
Instance._gameSession.c2s_CmdNPCSevAcceptTask(idTask, idStorage, idRefreshItem);
}
public static void c2s_CmdNPCSevReturnTask(int idTask, int iChoice)
{
Instance._gameSession.c2s_SendCmdNPCSevReturnTask(idTask, iChoice);
}
public static void c2s_CmdNPCSevTaskMatter(int idTask)
{
Instance._gameSession.c2s_SendCmdNPCSevTaskMatter(idTask);
}
public static void c2s_CmdNPCSevBuy(int itemNum, npc_trade_item[] items)
{
if (items == null || itemNum <= 0)
return;
Instance._gameSession.c2s_SendCmdNPCSevBuy(itemNum, items);
}
public static void c2s_CmdNPCSevSell(int itemNum, npc_sell_item[] items)
{
if (items == null || itemNum <= 0)
return;
Instance._gameSession.c2s_SendCmdNPCSevSell(itemNum, items);
}
public static void c2s_CmdStandUp()
{
Instance._gameSession.c2s_SendCmdStandUp();
}
#region Task
public static void c2s_CmdGetAllData(bool byPack, bool byEquip, bool byTask)
{
//Debug.Log("[Dat]- SendCmdGetAllData");
Instance._gameSession.c2s_SendCmdGetAllData(byPack, byEquip, byTask);
}
public static void c2s_CmdEmoteAction(uint wPose)
{
Instance._gameSession.c2s_SendCmdEmoteAction(wPose);
}
public static void c2s_CmdTaskNotify( byte[] pBuf, uint sz)
{
if (Instance != null && Instance._gameSession != null)
{
Instance._gameSession.c2s_SendCmdTaskNotify( pBuf, sz);
}
}
public static void c2s_CmdAutoTeamSetGoal(int type, int goal_id, int op)
{
Instance._gameSession.c2s_SendCmdAutoTeamSetGoal(type, goal_id, op);//{ ::c2s_SendCmdAutoTeamSetGoal(type, goal_id, op); }
}
public static void c2s_CmdTeamInvite(int idPlayer)
{
Instance._gameSession.c2s_SendCmdTeamInvite(idPlayer);
}
public static void c2s_CmdDuelRequest(int idTarget)
{
Instance._gameSession.c2s_SendCmdDuelRequest(idTarget);
}
public static void c2s_CmdDuelReply(bool accept, int idInviter)
{
Instance._gameSession.c2s_SendCmdDuelReply(accept, idInviter);
}
public static void c2s_CmdTeamKickMember(int idMember)
{
Instance._gameSession.c2s_SendCmdTeamKickMember(idMember);
}
public static void c2s_CmdTeamLeaveParty()
{
Instance._gameSession.c2s_SendCmdTeamLeaveParty();
}
public static void c2s_CmdTeamDismissParty()
{
Instance._gameSession.c2s_SendCmdTeamDismissParty();
}
public static void c2s_CmdTeamSetPickupFlag(short pickupFlag)
{
Instance._gameSession.c2s_SendCmdTeamSetPickupFlag(pickupFlag);
}
public static void c2s_CmdTeamChangeLeader(int idNewLeader)
{
Instance._gameSession.c2s_SendCmdTeamChangeLeader(idNewLeader);
}
public static void c2s_CmdTeamMemberPos(int count, int[] memberIds)
{
Instance._gameSession.c2s_SendCmdTeamMemberPos(count, memberIds);
}
public static void c2s_CmdGatherMaterial(int idMatter, int iToolPack, int idToolIndex, int idTool, int idTask)
{
Instance._gameSession.c2s_SendCmdGatherMaterial(idMatter, iToolPack, idToolIndex, idTool, idTask);
}
#endregion
public static void GetRoleBaseInfo(int iNumRole, List<int> aRoleIDs)
{
Instance._gameSession.GetRoleBaseInfo(iNumRole, aRoleIDs);
}
public static void GetRoleCustomizeData(int iNumRole, List<int> aRoleIDs)
{
Instance._gameSession.GetRoleCustomizeData(iNumRole, aRoleIDs);
}
public void LoadScene(string sceneName, LoadSceneMode mode, Action<float> actProgress, Action<bool> actDone)
{
// SceneLoadService.Load(sceneName, mode, actDone);
StartCoroutine(LoadSceneCoroutine(sceneName, mode, actProgress, actDone));
}
private IEnumerator LoadSceneCoroutine(string sceneName, LoadSceneMode mode, Action<float> actProgress, Action<bool> actDone)
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName, mode);
asyncLoad.allowSceneActivation = false;
while (!asyncLoad.isDone)
{
if (asyncLoad.progress >= 0.9f)
{
asyncLoad.allowSceneActivation = true;
}
yield return null;
}
actDone?.Invoke(true);
}
void OnDestroy()
{
// Mark as intentional to prevent showing disconnect message
_isIntentionalDisconnect = true;
_gameSession.Disconnect();
_gameSession.Dispose();
CECNPC.ReleaseStaticRes();
}
/// <summary>
/// Handles unexpected server disconnections. Shows a message box and returns to login.
/// </summary>
private void OnUnexpectedDisconnect()
{
// If this was an intentional disconnect (logout), skip UI
if (_isIntentionalDisconnect)
{
_isIntentionalDisconnect = false;
return;
}
// Show disconnect message box
CECUIManager.Instance?.ShowMessageBox(
title: "Disconnected",
message: "Connection to the server has been lost.",
messageBoxType: MessageBoxType.YesButton,
onClickedYes: () =>
{
// Return to login screen
LogoutAccount();
}
);
}
public static void c2s_CmdGoto(float x, float y, float z)
{
Instance._gameSession.c2s_CmdGoto(x, y, z);
}
public static void c2s_SendCmdUseItem(byte byPackage, byte bySlot, int tid, byte byCount)
{
Instance._gameSession.CmdCache.SendCmdUseItem(byPackage, bySlot, tid, byCount);
}
// Send C2S::GET_EXT_PROP commadn data
public static void c2s_SendCmdGetExtProps()
{
Instance._gameSession.CmdCache.SendCmdExtProps();
}
/// <summary>Send C2S::SET_STATUS_POINT (attribute point allocation).</summary>
public static void c2s_CmdSetStatusPts(int vitality, int energy, int strength, int agility)
{
Instance._gameSession.c2s_SendCmdSetStatusPts(vitality, energy, strength, agility);
}
public static void c2s_SendCmdGivePresent(int roleid, int mail_id, int goods_id, int goods_index, int goods_slot)
{
Instance._gameSession.c2s_SendCmdGivePresent(roleid, mail_id, goods_id, goods_index, goods_slot);
}
public void Update()
{
_gameSession?.CmdCache?.Tick(Time.deltaTime);
#if UNITY_EDITOR
// Debug: Press D to disconnect from server (Editor only)
if (Input.GetKeyDown(KeyCode.D))
{
if (_gameSession != null && _gameSession.IsConnected)
{
Debug.Log("[DEBUG] D key pressed - Force disconnecting from server...");
_gameSession.Disconnect();
}
}
#endif
}
public static void c2s_CmdPetCtrl(int idTarget, int cmd, object pParamBuf, int iParamLen)
{
Instance._gameSession.SendCmdPetCtrl(idTarget, cmd, pParamBuf, iParamLen);
}
// Pet commands ...
public static void c2s_CmdPetSummon(int iPetIdx)
{
Instance._gameSession.c2s_SendCmdPetSummon(iPetIdx);
}
public static void c2s_CmdNPCSevEmbed(ushort wStoneIdx, ushort wEquipIdx, int tidStone, int tidEquip)
{
Instance._gameSession.c2s_SendCmdNPCSevEmbed(wStoneIdx, wEquipIdx, tidStone, tidEquip);
}
public static void c2s_CmdGetItemInfo(byte byPackage, byte bySlot)
{
Instance._gameSession.c2s_SendCmdGetItemInfo(byPackage, bySlot);
}
public static void c2s_CmdNPCSevClearEmbeddedChip(int iEquipIdx, int tidEquip)
{
Instance._gameSession.c2s_CmdNPCSevClearEmbeddedChip(iEquipIdx, tidEquip);
}
public static void c2s_CmdDebug(ushort icmd, int param1 = int.MinValue)
{
Instance._gameSession.c2s_CmdDebug(icmd, param1);
}
}
/// <summary>
/// Small cross-scene state to tell LoginScene what to show after a logout flow.
/// This mirrors the original client: in-game can only return to Select Role; Account Logout happens from Select Role.
/// </summary>
public static class LogoutFlowState
{
public enum LoginEntryTarget
{
LoginUI = 0,
SelectRole = 1,
}
private static LoginEntryTarget _nextEntry = LoginEntryTarget.LoginUI;
public static LoginEntryTarget NextLoginEntry
{
get => _nextEntry;
set => _nextEntry = value;
}
/// <summary>Consume and reset to default (LoginUI).</summary>
public static LoginEntryTarget ConsumeNextLoginEntry()
{
var v = _nextEntry;
_nextEntry = LoginEntryTarget.LoginUI;
return v;
}
}
}