using ProtoCSStruct; using Sog; namespace Game { public class ChapterHandler : BasePacketHandler { public override int GetServiceType() { return GameServiceType.ChapterHandler; } public override void Dispose() { } public override void HandlerClientPacket(PlayerSession playerSession, StructPacket packet) { PlayerOnGame player = playerSession.Player; if (player == null) { return; } switch (packet.MsgID) { case (int)CSGameMsgID.BattleBeginReq: ChapterSvc.OnBattleBegin(player, packet); break; case (int)CSGameMsgID.BattleOptionReq: ChapterSvc.OnBattleOption(player, packet); break; case (int)CSGameMsgID.OnBattleDefeatReq: ChapterSvc.OnBattleDefeat(player, packet); break; case (int)CSGameMsgID.OntickBattleEntityReq: ChapterSvc.OnTickBattleEntity(player, packet); break; case (int)CSGameMsgID.KilledMonsterReq: ChapterSvc.OnKilledMonsterReq(player, packet); break; case (int)CSGameMsgID.BattleActiveAltarReq: ChapterSvc.OnActiveAltar(player, packet); break; case (int)CSGameMsgID.OnPickupMonsterRewardReq: ChapterSvc.OnPickupMonsterReward(player, packet); break; case (int)CSGameMsgID.MopUpReq: ChapterSvc.OnMopUp(player); break; case (int)CSGameMsgID.OnBattlePushPropDataReq: ChapterSvc.PushProp(player,packet); break; // case (int)CSGameMsgID.OnGainBattleRewardReq: // ChapterSvc.OnGainStageReward(player, packet); // break; case (int)CSGameMsgID.OnGainAllBattleRewardReq: ChapterSvc.OnGainAllStageReward(player, packet); break; case (int)CSGameMsgID.CbStartReq: CBattleSvc.OnBattleStart(player, packet); break; case (int)CSGameMsgID.CbFinishReq: CBattleSvc.OnFinishLayer(player, packet); break; case (int)CSGameMsgID.CbLeaveReq: CBattleSvc.OnLeave(player, packet); break; case (int)CSGameMsgID.CbGetlayerrewardReq: CBattleSvc.OnGetLayerAward(player, packet); break; default: break; } } public override void HandlerServerPacket(uint serverID, StructPacket packet) { switch (packet.MsgID) { case (int)CSGameMsgID.RankPlayerBylevelRes: CBattleSvc.RankPlayerBylevelRes(packet); break; } } } }