94.网络游戏逆向分析与漏洞攻防-游戏技能系统分析-利用数据包实现使用技能

免责声明:内容仅供学习参考,请合法利用知识,禁止进行违法犯罪活动!

如果看不懂、不知道现在做的什么,那就跟着做完看效果

现在的代码都是依据数据包来写的,如果看不懂代码,就说明没看懂数据包

内容参考于: 易道云信息技术研究院VIP课

上一个内容:93.增强技能信息显示后进行分析

码云版本号:90333cff4f2746b7593fc0d7db612a77e759d8e3

代码下载地址,在 titan 目录下,文件名为:titan-利用数据包实现使用技能.zip

链接:https://pan.baidu.com/s/1W-JpUcGOWbSJmMdmtMzYZg

提取码:q9n5

--来自百度网盘超级会员V4的分享

HOOK引擎,文件名为:黑兔sdk升级版.zip

链接:https://pan.baidu.com/s/1IB-Zs6hi3yU8LC2f-8hIEw

提取码:78h8

--来自百度网盘超级会员V4的分享

以 93.增强技能信息显示后进行分析 它的代码为基础进行修改

上一个内容里把获取技能的中文功能给实现了,然后现在先看看使用技能的数据包,游戏一上线不管多少级,它所有的技能就都有了,只是没法用,也没在初始化技能的数据包里看到技能是否能用的标记,现在猜测技能是否能用是客户端控制的,应该可以通过数据包进行释放技能

本次代码实现了释放技能,拦截释放技能数据包(211操作类型的数据包)

下图是放技能的数据包,放技能的数据包是在 84.筛选与技能有关的数据包

NetClient.cpp文件的修改:新加 UseSkill函数,修改了 OnSendCustom函数

#include "pch.h"
#include "NetClient.h"
#include "extern_all.h"

bool NetClient::login(const char* Id, const char* Pass)
{
    
  const int bufflen = sizeof(DATA_LOGIN) + 1;
  char buff[bufflen];
  DATA_LOGIN data;
  // 有些操作系统这样写会报错,因为内存不对齐,现在Windows下没事
  //PDATALOGIN _data = (PDATALOGIN)(buff + 1);
  // 这样写就能解决内存对齐问题
  PDATALOGIN _data =&data;
  int len = strlen(Id);
  memcpy(_data->Id, Id, len);
  len = strlen(Pass);
  memcpy(_data->Pass, Pass, len);
  memcpy(buff+1, _data, sizeof(DATA_LOGIN));
  buff[0] = I_LOGIN;
  return  WinSock->OnSend(buff, sizeof(buff));
  
}

bool NetClient::DelRole(const wchar_t* rolename)
{
    PROLEDATA _role = GetRoleByName(rolename);
    if (_role == nullptr) {
        return false;
    }
    else {
        return DelRole(rolename, _role->name.lenth);
    }
    return false;
}

bool NetClient::StartCreateRole()
{
    NET_CREATEROLE_START _data;
    return WinSock->OnSend(&_data.op, _data.len);
}

bool NetClient::SelectCamp(const char* _campname)
{
    NET_SEND_BUFF _buff;
    NET_SEND_CHOOSECAMP _data;
    _data.opcode.Set(SC_CHOOSECAMP);
    _data.camps.Set(_campname);
    /* 
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;

    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::CreateRole(wchar_t* name, double sex, double camp, double face, double occu, const char* photo, const char* infos, const char* txt, double faceShape)
{
    // rolecount > 4说明角色的数量够了
    if (rolecount > 4)return false;
    int index = 0;
    bool roleindex[5]{true, true, true, true, true };
    for (int i = 0; i < rolecount; i++) {
        roleindex[roles[i].index] = false;
    }
   
    for (int i = 0; i < 5; i++)
    {
        if (roleindex[i]) {
            index = i;
            break;
        }
    }

    // wchar_t _name[] = L"am52111";
    NS_CREATEROLE_HEAD_BUFF _buff;
    CREATE_ROLE_DATAS _data;
    _data.sex.Set(sex);
    _data.camp.Set(camp);
    _data.face.Set(face);
    _data.occu.Set(occu);
    _data.faceSahpe.Set(faceShape);
    //_data.Photo.Set("gui\BG_team\TeamRole\Teamrole_zq_humF_001.PNG");
    _data.Photo.Set(photo);
    //_data.Infos.Set("Face,0;Hat,0;Eyes,0;Beard,0;Ears,0;Tail,0;Finger,0;Cloth,0;Pants,0;Gloves,0;Shoes,0;Trait,0;HairColor,0;SkinColor,0;SkinMtl,0;Tattoo,0;TattooColor,16777215;");
    _data.Infos.Set(infos);
    _data.Txt.Set(txt);
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;
    _buff.index = index;
    int lenth = wcslen(name) + 1;
    lenth = lenth * 2;
    memcpy(_buff.name, name, lenth);
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEHD_CREATEROLE_HEAD) - 3;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::SelectRole(const wchar_t* rolename)
{
    PROLEDATA roles = GetRoleByName(rolename);
    if (roles == nullptr)return false;
    NS_SELECTROLE _data;
    memcpy(_data.buff, roles->name.value(), roles->name.lenth);
    
    return WinSock->OnSend((char*)&_data, sizeof(_data));
}

bool NetClient::Fall()
{
    NET_SEND_BUFF _buff;
    FALL_DATA_STOP _data2;
    _data2.opcode.Set(SC_FALL_HEADER);
    _data2.Mode.Set(0x2);
    _data2.StartH.Set(Player.h);
    _data2.NextH.Set(Player.h - 12);
    _data2.EndH.Set(Player.h - 120);
    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data2) / sizeof(EnCode);
    _buff.count = count;


    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data2.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);

}

void NetClient::Teleport(float x, float h, float y, float face)
{
    // 修正坐标
     //PAIM aim = Client->GetAimByName(L"r");
     //if (aim == nullptr) {
     //	return;
     //}

     // 目的地坐标
     //float decX = aim->x;
     //float decH = aim->h;
     //float decY = aim->y;
 /*   float decX = 3843.776123f;
    float decH = 11.731983f;
    float decY = -2005.533813f;
    float face = 0.0f;*/

    union {
        unsigned nt = 0xFFC00000;
        float fNan;
    }v;
    /*
        这里的参数虽然都是无效值,但不见得就非要全部是无效值
        可能只设置x坐标就可以,可能值设置y坐标就可以,可能要设置x、y坐标就可以。。。
        现在全部设置成无效值了,如果游戏服务端有这个漏洞,我们角色的坐标就会
        全部设置成无效值,然后按照逻辑来讲下一次设置坐标的函数可以任意修改
        然后还可能有的游戏设置NaN不成功,这种的可以多试几个修改坐标或者其它数据的函数
        如果还都不行那就没办法了
    */
    //Client->MoveWJump(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
    //Client->MoveWalk(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
    Client->MoveStop(v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
    Client->MoveStop(x, h, y, face);
    // 利用修正坐标数据包瞬移
    Client->SetCoord(Client->Player.lId, x, h, y, face);
}

bool NetClient::MoveStop(float x, float h, float y, float face)
{
    NET_SEND_BUFF _buff;
    MOVE_DATA_STOP _data;
    _data.opcode.Set(SC_MOVE_HEADER);
    _data.Mode.Set(0x0);
    _data.Count.Set(4);
    _data.x.Set(x);
    _data.h.Set(h);
    _data.y.Set(y);
    _data.face.Set(face);
    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;


    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::MoveJump(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{
    NET_SEND_BUFF _buff;
    MOVE_DATA_JUMP _data;
    _data.opcode.Set(SC_MOVE_HEADER);
    _data.Mode.Set(0x2);
    _data.Count.Set(9);
    _data.x.Set(x);
    _data.h.Set(h);
    _data.y.Set(y);

    _data.xNext.Set(xNext);
    _data.yNext.Set(yNext);
    _data.MoveSpeed.Set(Player.MoveSpeed);
    _data.JumpSpeed.Set(Player.JumpSpeed);
    _data.GSpeed.Set(0.0f);
    _data.face.Set(face);

    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;


    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::MoveWalk(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{
    NET_SEND_BUFF _buff;
    MOVE_DATA_WALK _data;
    _data.opcode.Set(SC_MOVE_HEADER);
    _data.Mode.Set(0x1);
    _data.Count.Set(8);
    _data.x.Set(x);
    _data.h.Set(h);
    _data.y.Set(y);

    _data.xNext.Set(xNext);
    _data.yNext.Set(yNext);
    _data.MoveSpeed.Set(Player.MoveSpeed);
    _data.GSpeed.Set(0.0f);
    _data.face.Set(face);

    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;


    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::MoveWJump(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{
    NET_SEND_BUFF _buff;
    MOVE_DATA_WJUMP _data;
    _data.opcode.Set(SC_MOVE_HEADER);
    _data.Mode.Set(0x3);
    _data.Count.Set(7);
    _data.x.Set(x);
    _data.h.Set(h);
    _data.y.Set(y);

    _data.xNext.Set(xNext);
    _data.yNext.Set(yNext);
    _data.MoveSpeed.Set(Player.MoveSpeed);
    _data.face.Set(face);

    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;


    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::UseSkill(const char* _skillName, float x, float h, float y, float face, float xTarget, float hTarget, float yTarget, int rInt1, int rInt2, int rInt3)
{
    NET_SEND_BUFF _buff;
    USESKILL_DATA _data;
    _data.opcode.Set(SC_USESKILL);
    _data.skillName.Set(_skillName);
    _data.x.Set(x);
    _data.h.Set(h);
    _data.y.Set(y);
    _data.xTarget.Set(xTarget);
    _data.hTarget.Set(hTarget);
    _data.yTarget.Set(yTarget);
    _data.un0.Set(rInt1);
    _data.un1.Set(rInt2);
    _data.un2.Set(rInt3);
    //_data.face.Set(face);
    _data.face.Set(0);

    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;


    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

PROLEDATA NetClient::GetRoleByName(const wchar_t* rolename)
{
    //PROLEDATA result = nullptr;
    for (int i = 0; i < rolecount; i++)
    {
        // StrCmpW判断两个字符串是否相同
        // 比较时区分大小写,如果字符串相同返回0
        if (StrCmpW(roles[i].name.value(), rolename) == 0) {
            return &roles[i];
        }

    }
    return nullptr;
}

bool NetClient::Talk(wchar_t* txt, int PdId, double un)
{
    NET_SEND_BUFF _buff;
    CHAT_PUBLIC _data;
    _data.opcode.Set(SC_CHAT);
    _data.ChartId.Set(PdId);
    _data.txt.Set(txt);
    _data.un.Set(un);
    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;

    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::TalkTo(wchar_t* name, wchar_t* txt, double un)
{
    NET_SEND_BUFF _buff;
    CHAT_PRIVATE _data;
    _data.opcode.Set(SC_CHAT);
    _data.ChartId.Set(3);
    _data.txt.Set(txt);
    _data.name.Set(name);
    _data.un.Set(un);
    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;

    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::HeartBeep()
{
    NET_SEND_BUFF _buff;
    HEART_BEEP _data;
    _data.opcode.Set(SC_BEEP);
    _data.tick.Set(3);
    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;

    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::HeartLoop()
{
    NET_SEND_BUFF _buff;
    HEART_LOOP _data;
    _data.opcode.Set(SC_LOOP);
    _data.tick.Set(GetTickCount64());
    _data.txt.Set("");
    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;

    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::Backtoroles()
{
    // 返回角色
    NET_SEND_BUFF _buff;
    NSR_CHEAD _data;
    _data.opcode.Set(SC_REONLINE);

    /*
        sizeof(_data) / sizeof(EnCode)的原因
        NET_SEND_CHOOSECAMP结构体里面,没别 东西
        全是 EnCode 这个结构
    */
    short count = sizeof(_data) / sizeof(EnCode);
    _buff.count = count;

    /*
        CodeMe函数给 _buff.buff里写数据参数的数据
        也就是给0A开头数据包里写,数据参数个数后面的内容
        然后返回值是写了多长的数据
        也就是给0A开头数据包里的数据参数个数后面的数据写了多长
    */
    int ilen = _data.CodeMe(count, _buff.buff);
    ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
    return WinSock->OnSend(&_buff.op, ilen);
}

bool NetClient::DelRole(const wchar_t* rolename, unsigned _len)
{
    DATA_DELROLE _data;
    _data.op = 0x06;
    _data.len = _len;
    memcpy(_data.buff, rolename, _len);
    return WinSock->OnSend((char*)&_data, sizeof(DATA_DELROLE) - 1);
}

PAIM NetClient::GetAimById(long long lId)
{
    if (Player.lId == lId)return &Player;
    for (int i = 0; i < MAX_AIM; i++)
    {
        if ((Aimlst[i] != nullptr) && (Aimlst[i]->lId == lId)) {
            return Aimlst[i];
        }
    }
    return CreateAim();
}

PAIM NetClient::CreateAim()
{
    for (int i = 0; i < MAX_AIM; i++)
    {
        if (Aimlst[i] == nullptr) {
            Aimlst[i] = new AIM();
            return Aimlst[i];
        }
        else if (Aimlst[i]->Isfree) {
            return Aimlst[i];
        }
    }
    return nullptr;
}

void NetClient::RemoveAimById(long long lId)
{
    for (int i = 0; i < MAX_AIM; i++)
    {
        if ((Aimlst[i] != nullptr) && (Aimlst[i]->lId == lId)) {
            // CString _txt;
            // _txt.Format(L"附近的 %s 消失", Aimlst[i]->Name);
            // AfxMessageBox(_txt);
            Aimlst[i]->Release();
        }
    }
}

PAIM NetClient::GetAimByName(const wchar_t* name)
{
    for (int i = 0; i < MAX_AIM; i++)
    {
        if ((Aimlst[i] != nullptr) && (!Aimlst[i]->Isfree) && (Aimlst[i]->Name == name)) {
            return Aimlst[i];
        }
    }
    return nullptr;
}

// x,y是玩家的坐标,targetX,targetY是目标的坐标
float NetClient::GetFace(float x, float y, float targetX, float targetY)
{
    // 计算差值
    x = targetX - x;
    y = targetY - y;
    double pi = 3.14159265358979323846;

    double p = atan2(x, y); // atan2是计算三角形弧度atan2函数返回值-pi ~ pi,负的3.1415926...到正的3.1415926...
    
    // 如果x是负数atan2函数返回值必定是在三四象限里,也就是一个负π
    if (x < 0) {
        p = pi * 2 + p;
    }
    return p;
}

void NetClient::FaceTo(const wchar_t* name)
{
    PAIM _aim = GetAimByName(name);
    if (_aim) {
        float _face = GetFace(Player.x, Player.y, _aim->x, _aim->y);
        MoveStop(Player.x, Player.h, Player.y, _face);
    }
}

void NetClient::Init(GameWinSock* _winSock)
{
    for (int i = 0; i < 0x100; i++) {
        SendProc[i] = &NetClient::DefaultProc;
        RecvProc[i] = &NetClient::DefaultProc;
    }
    this->WinSock = _winSock;
    // 注册登录数据包处理函数
    SendProc[I_LOGIN] = &NetClient::OnClientlogin;
    SendProc[I_CREATEROLE_START] = &NetClient::OnClientStartCreateRole;
    SendProc[I_DELROLE] = &NetClient::OnClientDelRole;
    SendProc[I_SEND_CUSTOM] = &NetClient::OnClientSendCustom;
    SendProc[I_CREATEROLE] = &NetClient::OnClientCreateRole;
    SendProc[I_SELECT_ROLE] = &NetClient::OnClientSelectRole;
    // 注册数据登录失败数据包处理函数
    RecvProc[S_TIPS] = &NetClient::OnSvrTips;
    RecvProc[S_LOGINOK] = &NetClient::OnSvrloginOk;
    RecvProc[S_CREATEROLE_START] = &NetClient::OnSvrStartCreateRole;
    RecvProc[S_NOTICE] = &NetClient::OnSverNotice;
    RecvProc[S_NOTICE_COM] = &NetClient::OnSverNotice;
    RecvProc[S_OBJECT] = &NetClient::OnSverObject;
    RecvProc[S_STRUCT] = &NetClient::OnSverStruct;
    RecvProc[S_OBJECT_INIT] = &NetClient::OnSvrObjectInit;
    RecvProc[S_OBJECT_INITEX] = &NetClient::OnSvrObjectInitEx;
    RecvProc[S_OBJECT_INITEX_UCOM] = &NetClient::OnSvrObjectInitEx;
    RecvProc[S_UPDATECORD] = &NetClient::OnSvrUpdateCord;
    RecvProc[S_UPDATEPRO] = &NetClient::OnSvrUpdateProperty;
    RecvProc[S_UPDATEPROMU] = &NetClient::OnSvrUpdatePropertyMu;
    RecvProc[S_UPDATEPROMU_COM] = &NetClient::OnSvrUpdatePropertyMu;
    RecvProc[S_OBJECT_REMOVE] = &NetClient::OnSvrRemoveObjectMu;
    RecvProc[S_UPDATECORDEX] = &NetClient::OnSvrUpdateCordEx;
    RecvProc[S_GAMEBASE] = &NetClient::OnSvrGameBase;
}

bool NetClient::SetCoord(long long lId, float x, float h, float y, float face)
{
    NR_UPDATECOORD head;
    head.lId = lId;
    head.x = x;
    head.h = h;
    head.y = y;
    head.face = face;
    return WinSock->Recv(&head.op, head.len);
}

bool NetClient::SetProperty(long long lId, int ProType, void* value)
{
    NR_OBJECT_UPDATEPRO head;
    head.lId = lId;
    head.itype = ProType;

    int valueType = ObjectTable[ProType].type;
    int valueSize = data_desc[2][valueType].lenth;
    int bufflen = 14;
    switch (valueType)
    {
        case 1:
        case 2:
        case 3:
        case 4:
        case 5:
        case 6:
        case 9:
            memcpy(head.buff, value, valueSize);
            bufflen = bufflen + valueSize;
            break;
        case 7:
            head.lenth = strlen((char*)value) + 1;
            memcpy(head.buffEnd, value, head.lenth);
            bufflen = bufflen + 4 + head.lenth;
            break;
        case 8:
            head.lenth = wcslen((wchar_t*)value) + 1;
            head.lenth = head.lenth + 2;
            memcpy(head.buffEnd, value, head.lenth);
            bufflen = bufflen + 4 + head.lenth;
            break;
    default:
        break;
    }

    return WinSock->Recv(&head.op, bufflen);
}

bool NetClient::OnDelRole(wchar_t* rolename, unsigned _len)
{
    // AfxMessageBox(rolename);
    return true;
}

void NetClient::Onlogin(const char* Id, const char* Pass)
{
    
    /*
    const int bufflen = sizeof(DATA_LOGIN) + 1;
    char buff[bufflen];
    DATA_LOGIN data;
    // 有些操作系统这样写会报错,因为内存不对齐,现在Windows下没事
    //PDATALOGIN _data = (PDATALOGIN)(buff + 1);
    // 这样写就能解决内存对齐问题
    PDATALOGIN _data =&data;
    int len = strlen(Id);
    memcpy(_data->Id, Id, len);
    len = strlen(Pass);
    memcpy(_data->Pass, Pass, len);
    memcpy(buff+1, _data, sizeof(DATA_LOGIN));
    buff[0] = I_LOGIN;
    return  WinSock->OnSend(buff, sizeof(buff));
    */
}

bool NetClient::OnStartCreateRole(int code)
{
    return true;
}

bool NetClient::OnCreateRole(PNS_CREATEROLE _header, PCREATE_ROLE_DATAS _body)
{
    return true;
}

bool NetClient::OnSendCustom(PNET_SEND_CHEAD _coder, char*& buffer, unsigned& len)
{
    switch (_coder->opcode.value())
    {
    case SC_CHOOSECAMP:
        return OnChooseCamp((PNS_CHOOSECAMP)_coder);
    case SC_CHAT:
        return OnChat((PCHAT_DATA)_coder);
    case SC_BEEP:
        return OnHeartBeep((PHEART_BEEP)_coder);
    case SC_LOOP:
        return OnHeartLoop((PHEART_LOOP)_coder);
    //case SC_INITED:
     case SC_REONLINE:
    //case SC_INIT_START:
    //case SC_HAND:
    //case SC_HAND_IN:
    //    return false;
    case SC_MOVE_HEADER:
        return OnMove((PMOVE_DATA)_coder);
    case SC_FALL_HEADER:
        return OnFall((PFALL_DATA_START)_coder);
    case SC_INWATER:
      return false;
    case SC_USESKILL:
        return OnUseSkill((PUSESKILL)_coder);
    default:
        return true;
    }
    return true;
}

bool NetClient::OnSelectRole(wchar_t* rolename)
{
    //AfxMessageBox(rolename);
    return true;
}

bool NetClient::OnChooseCamp(PNS_CHOOSECAMP _coder)
{
    PNS_CHOOSECAMP _p = (PNS_CHOOSECAMP)_coder;
   
    return true;
}

bool NetClient::OnChat(PCHAT_DATA _coder)
{
    switch (_coder->ChartId)
    {
    case 3:// 私聊
        return OnChatPrivate((PCHAT_PRV)_coder);
    case 1:// 附近频道
    case 2:// 区域频道
    case 6:// 公会频道
    case 9:// 阵营频道
    case 21:// 喊话频道
        return OnChatPublic((PCHAT_PUB)_coder);
        break;
    }
    return true;
}

bool NetClient::OnChatPublic(PCHAT_PUB _coder)
{
    return true;
}

bool NetClient::OnChatPrivate(PCHAT_PRV _coder)
{
    return true;
}

bool NetClient::OnHeartBeep(PHEART_BEEP _coder)
{
    return true; // 返回false会拦截81心跳包不给服务端发送
}

bool NetClient::OnHeartLoop(PHEART_LOOP _coder)
{
    return true; // 返回false会拦截SC_LOOP心跳包不给服务端发送
}

bool NetClient::OnMove(PMOVE_DATA _coder)
{
    switch (_coder->Mode)
    {
        case 0:
            return OnMoveStop((PMOVE_DATA_STOP)_coder);
        case 1:
            return OnMoveWalk((PMOVE_DATA_WALK)_coder);
        case 2:
            return OnMoveJump((PMOVE_DATA_JUMP)_coder);
        case 3:
            return OnMoveWJump((PMOVE_DATA_WJUMP)_coder);
    }
    return false;
}

// 移动中处理函数
bool NetClient::OnMoveWalk(PMOVE_DATA_WALK _coder)
{
    float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;
    MoveSpeed[0] = 5.0f;
 /*   if (HideMode) {
        float* f = (float*)_coder->h.oldPointer;
        f[0] = f[0] + 5;
    }*/
    return true;
}

// 停止移动处理函数
bool NetClient::OnMoveStop(PMOVE_DATA_STOP _coder)
{
    if (HideMode) {
        float* f = (float*)_coder->h.oldPointer;
        f[0] = f[0] + 5;
    }
    return true;
}

// 跳跃处理函数
bool NetClient::OnMoveJump(PMOVE_DATA_JUMP _coder)
{
    float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;
    MoveSpeed[0] = 5.0f;
    //if(HideMode) {
    //    float* f = (float*)_coder->h.oldPointer;
    //    f[0] = f[0] + 5;
    //}
    return true;
}

// 移动时跳跃
bool NetClient::OnMoveWJump(PMOVE_DATA_WJUMP _coder)
{
    float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;
    MoveSpeed[0] = 5.0f;
    //if(HideMode) {
    //    float* f = (float*)_coder->h.oldPointer;
    //    f[0] = f[0] + 5;
    //}
    return true;
}

bool NetClient::OnFall(PFALL_DATA_START _coder)
{
    return true;
}

bool NetClient::OnSvrChat(PCHAT_PRV _coder)
{
    //AfxMessageBox(_coder->name);
    //AfxMessageBox(_coder->txt);
    //switch (_coder->ChartId)
    //{
    //case 3:// 私聊
    //    return OnChatPrivate((PCHAT_PRV)_coder);
    //case 1:// 附近频道
    //case 2:// 区域频道
    //case 6:// 公会频道
    //case 9:// 阵营频道
    //case 21:// 喊话频道
    //    return OnChatPublic((PCHAT_PUB)_coder);
    //    break;
    //}
    return true;
}

bool NetClient::OnUseSkill(PUSESKILL _coder)
{
    // 无法x坐标无效,会无法释放技能
    /*float* f = (float*)_coder->x.oldPointer;
    f[0] = 0;*/
    return true;
}

bool NetClient::Tips(int code)
{
#ifdef  Anly
    CString txt;
    if (code == 51001) {
        txt = L"登陆失败,易道云通行证不存在!";
    }else if (code == 51002) {
        txt = L"登录失败,密码错误!";
    }else if (code == 21101) {
        txt = L"人物重名!";
    }else if (code == 21109) {
        txt = L"名字过长或包含非法字符!";
    }
    else {
        txt.Format(L"未知登录错误:%d", code);
    }


    anly->SendData(TTYPE::I_LOG, 0, txt.GetBuffer(), (txt.GetLength() + 1)*2);
#endif
    return true;
}

void NetClient::loginok(ROLE_DATA* _roles, int count)
{
    logined = true;
    if(roles) delete[] roles;
    roles = _roles;
    rolecount = count;
}

bool NetClient::OnScrStartCreateRole(short code, wchar_t* _txt)
{
    return true;
}

bool NetClient::OnSvrNotice(PNET_SEND_CHEAD _coder, int count, char*& buffer, unsigned& len)
{
    if (_coder->msgHeader == "chat") {
        return OnSvrChat((PCHAT_PRV)_coder);
    }

    return true;
}

bool NetClient::OnRecvData(char*& buff, unsigned& len)
{
#ifdef  Anly
	anly->SendData(TTYPE::I_RECV, buff[0], buff, len);
#endif
    return (this->*RecvProc[buff[0]])(buff, len);
}

bool NetClient::OnSendData(char*& buff, unsigned& len)
{
#ifdef  Anly
	anly->SendData(TTYPE::I_SEND, buff[0], buff, len);
#endif
    return (this->*SendProc[buff[0]])(buff, len);
}

bool NetClient::OnConnect(char*& ip, unsigned& port)
{
#ifdef  Anly
    // 长度24的原因,它是宽字节要,一个文字要2个字节,一共是10个文字加上结尾的0是11个
    // 所以 11 乘以2,然后再加2 
    anly->SendData(TTYPE::I_LOG, 0, L"服务器正在连接。。。", 24);
#endif
    return true;
}


// 默认的数据处理函数
bool NetClient::DefaultProc(char*&, unsigned&)
{
    return true;
}

// 复制过来的内容
bool NetClient::OnClientlogin(char*& buff, unsigned& len)
{
    PDATALOGIN _data = (PDATALOGIN)(buff + 1);
    char* _id = _data->Id;
    _data = (PDATALOGIN)(buff + 1 + _data->lenId - 0x10);
    char* _pass = _data->Pass;

    Onlogin(_id, _pass);

    /* 修改账号密码
    len = sizeof(DATA_LOGIN) + 1;
    buff = new char[len];
    DATA_LOGIN data;
    PDATALOGIN _data = &data;
    buff[0] = 0x2;

    CStringA _id = "";// 补充账号
    CStringA _pass = "";// 补充密码
    memcpy(_data->Id, _id.GetBuffer(), _id.GetLength());
    memcpy(_data->Pass, _pass.GetBuffer(), _pass.GetLength());
    memcpy(buff + 1, _data, len - 1);
    */
    /* 监控登录数据
    PDATALOGIN _data = (PDATALOGIN)buff;
    CStringA _id = _data->Id;
    _data = (PDATALOGIN)(buff + _data->lenId - 0x10);
    CStringA _pass = _data->Pass;
    CStringA _tmp;
    // 请求登录 账号[% s]密码[% s] 这个内容别人在逆向的时候就会看到
    // 所以这种东西需要自己搞个编码来代替它

     _tmp.Format("请求登录 账号[%s]密码[%s]", _id, _pass);
#ifdef  Anly
    anly->SendData(TTYPE::I_DIS, 1, _tmp.GetBuffer(), _tmp.GetAllocLength());
#endif
    */

    /*
        返回false,游戏无法发送数据包
        原因看调用此此函数的位置 OnSend 函数(if (SendDealProc[buff[0]]((buff + 1), len - 1)))
    */
    return true;
}

bool NetClient::OnClientStartCreateRole(char*& buff, unsigned& len)
{
    // 申请进入创建角色界面
    int* code = (int*)&buff[1];
    return OnStartCreateRole(code[0]);
}

bool NetClient::OnClientCreateRole(char*& buff, unsigned& len) {
    PNS_CREATEROLE head = (PNS_CREATEROLE)(buff - 3);
    int icount = head->count;
    if (icount < 1)return true;
    char* buffStart = (char*)head + sizeof(NET_SEHD_CREATEROLE_HEAD);
#ifdef Anly
    GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);// 翻译解析约定数据
#endif // Anly

    EnCode codes[sizeof(CREATE_ROLE_DATAS) / sizeof(EnCode)]{};
    int stDecode = 0;
    while (stDecode < icount) {
        codes[stDecode++] = buffStart;
    }


    /*
        Client->OnCreateRole(head, (PCREATE_ROLE_DATAS)codes) 数据包传给虚函数
        如果想对发送创建角色数据包做些什么直接继承NetClient重写OnCreateRole函数既可以了
    */
    return Client->OnCreateRole(head, (PCREATE_ROLE_DATAS)codes);// 返回false屏蔽05开头的数据包,也就是创建角色发送的数据包
}

bool NetClient::OnClientSendCustom(char*& buff, unsigned& len) {
    PNET_SEND_HEAD head = (PNET_SEND_HEAD)(buff - 1);
    int icount = head->count;
    if (icount < 1)return true;
    char* buffStart = (char*)head + sizeof(NET_SEND_HEAD);
    if (buffStart[0] != 0x02) {

#ifdef  Anly
        if (icount < MAX_SEND_COUNT)
            anly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM MAX_SEND_COUNT 内存解码器空间不足", 46);

        anly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM 发现异常数据", 25);
#endif
        return true;
    }

#ifdef  Anly
    GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);
#endif

    int stDecode = 0;
    EnCode codes[MAX_SEND_COUNT]{};
    while (stDecode < icount) {
        codes[stDecode++] = buffStart;
    }

    /*
        Client->OnSendCustom((PNET_SEND_CHEAD)codes, buff, len); 数据包传给虚函数
        如果想对发送数据的0A开头的据包做些什么直接继承NetClient重写OnSendCustom函数既可以了
    */
    return Client->OnSendCustom((PNET_SEND_CHEAD)codes, buff, len);

}

bool NetClient::OnClientSelectRole(char*& buff, unsigned& len) {
    PNS_SELECTROLE p = (PNS_SELECTROLE)buff;
    return Client->OnSelectRole((wchar_t*)(p->buff));
}

bool NetClient::OnClientDelRole(char*& buff, unsigned& len) {

    PDATADELROLE p = (PDATADELROLE)buff;
    return Client->OnDelRole((wchar_t*)(p->buff), p->len);



    // 返回值改为false将拦截发送的删除角色数据包
    // 详情看注册 OnDelRole 函数的位置,Init函数
    // return true;
}

// 接收数据截取区

bool NetClient::OnSvrTips(char*& buff, unsigned& len) {
    int* code = (int*)&buff[1];
    return Client->Tips(code[0]);
}

bool NetClient::OnSvrloginOk(char*& buff, unsigned& len) {

    PDATALOGINOK _p = (PDATALOGINOK)&buff[1];
    ROLE_DATA* roleDatas = nullptr;
    if (_p->RoleCount > 0) {
        char* buffStart = buff + 1 + sizeof(DATA_LOGIN_OK);

#ifdef Anly
        GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0]);
#endif // Anly

        roleDatas = new ROLE_DATA[_p->RoleCount];
        for (int i = 0; i < _p->RoleCount; i++)
        {
            roleDatas[i].byte.Init(buffStart, 0);
            roleDatas[i].index.Init(buffStart, 0);
            roleDatas[i].un1.Init(buffStart, 0);
            roleDatas[i].name.Init(buffStart, 0);
            roleDatas[i].infos.Init(buffStart, 0);
            roleDatas[i].un2.Init(buffStart, 0);
            roleDatas[i].un3.Init(buffStart, 0);
        }
        Client->loginok(roleDatas, _p->RoleCount);
    }
    return true;
}

bool NetClient::OnSverObject(char*& buff, unsigned& len) {
    PNR_HEAD head = (PNR_HEAD)(buff - 1);
    //head->count;

    if (ObjectTable) {
        delete[] ObjectTable;
    }

    if (ObjectTxt) {
        delete[] ObjectTxt;
    }

    ObjectTable = new OBJECT_DESC[head->count];
    ObjectTxt = new char[len];
    memcpy(ObjectTxt, buff, len);// 这里怕 buff 的内容被游戏释放掉,后面我们用的时候没法用,所以把buff的内容复制到我们的变量里
    char* buffStart = ObjectTxt + sizeof(NR_HEAD)-1;
//#ifdef Anly
//    CStringA szTxtA;
//    CStringA szTmp;
//#endif // Anly
//#ifdef Anly
//    szTmp.Format("[%X]%s:%d\r\n", i, ObjectTable[i].name, ObjectTable[i].type);
//    szTxtA += szTmp;
//#endif // Anly
//#ifdef  Anly
//    anly->SendData(TTYPE::I_DIS, S_OBJECT, szTxtA.GetBuffer(), szTxtA.GetAllocLength() + 1);
//#endif // Anly
    for (int i = 0; i < head->count; i++)
    {
        ObjectTable[i].name = buffStart;
        buffStart = buffStart + strlen(ObjectTable[i].name) + 1;
        ObjectTable[i].type = buffStart[0];
        buffStart++;
    }

#ifdef Anly
    GameAnlyer->CreateObjectfiles(ObjectTable, head->count);
#endif // Anly



    return true;
}
bool NetClient::OnSverStruct(char*& buff, unsigned& len) {
    PNR_HEAD head = (PNR_HEAD)(buff - 1);
    
    if (StructTable) {
        delete[] StructTable;
    }

    if (StructTxt) {
        delete[] StructTxt;
    }

    StructTable = new STRUCT_DESC[head->count];
    StructTxt = new char[len];
    memcpy(StructTxt, buff, len);
    char* buffStart = StructTxt + sizeof(NR_HEAD) - 1;

    for (int i = 0; i < head->count; i++)
    {
        StructTable[i].name = buffStart;
        buffStart = buffStart + strlen(StructTable[i].name) + 1;
        short* icount = (short*)buffStart;
        StructTable[i].count = icount[0];
        buffStart = buffStart + 2;
        StructTable[i].buff = buffStart;
        buffStart = buffStart + icount[0];
    }

#ifdef Anly
    GameAnlyer->CreateStructfile(StructTable, head->count);
#endif // Anly



    return true;
}
bool NetClient::OnSvrObjectInit(char*& buff, unsigned& len)
{
    /*
        00 00 00 00 00 00 00 为了内存对齐补充了7个0,也就是 un1[6] 和 len
        28 op
        CD 48 00 01 62 A7 DE 04 PNR_OBJINIT:lId
        C1 AA FB C3 PNR_OBJINIT:x;
        3D FF 22 41 PNR_OBJINIT:h;
        D7 0B 4A 44 PNR_OBJINIT:y;
        52 B8 06 40 PNR_OBJINIT:face;
        C1 AA FB C3 PNR_OBJINIT:tx;
        3D FF 22 41 PNR_OBJINIT:th;
        D7 0B 4A 44 PNR_OBJINIT:ty;
        52 B8 06 40 PNR_OBJINIT:tface;
        00 00 00 00 PNR_OBJINIT:un2[0]
        00 00 00 00 PNR_OBJINIT:un2[1]
        00 00 00 00 PNR_OBJINIT:un2[2]
        00 00 00 00 PNR_OBJINIT:un2[3]
        00 00 00 00 PNR_OBJINIT:un2[4]
        61 00       PNR_OBJINIT:icount;

        
        1B 00 (char*)head + sizeof(NR_OBNJECT_INIT) - 2;也就是指向到了 PNR_OBJINIT:type 这个位置
        0C 00 00 00 CA 4E 5A 66 53 62 01 80 4E 86 00 00 1D 00
    */
    // 初始化对象
    PNR_OBJINIT head = (PNR_OBJINIT)(buff - 7);
    char* buffStart = (char*)head + sizeof(NR_OBNJECT_INIT) - 2;

    //int nStart = (int)&Player.lId;
    //int nEnd = (int)&Player.endclass;
    //memcpy(&Player.lId, &head->lId, nEnd - nStart);
    Player.SetHeadDatas(&head->lId);
#ifdef  Anly
    GameAnlyer->AnlyData(buffStart, buff + len, head->icount, S_OBJECT_INIT, ObjectTable);
#endif

    int iProc = 0;
    while (iProc < head->icount)
    {
        Player.UpdateData(buffStart);
        iProc++;
    }

    return true;
}
bool NetClient::OnSvrObjectInitEx(char*& buff, unsigned& len)
{
    // 初始化对象
    PNR_OBJINITEX head = (PNR_OBJINITEX)(buff - 5);
    char* buffStart;

    /*int nStart = (int)&Player.lId;
    int nEnd = (int)&Player.endclass;
    memcpy(&Player.lId, &head->lId, nEnd - nStart);*/

    int iObjectCount = 0;
    short objCount = head->obj_count; // 可以理解为一共有多少个接收的28数据
    while (iObjectCount < objCount) {
        PAIM _paim = GetAimById(head->lId);
        _paim->SetHeadDatas(&head->lId);
       
        buffStart = (char*)head + sizeof(NR_OBNJECT_INITEX) - 2;
        short refCount = head->icount; // 接收的28数据里的数据参数个数
        short iref = 0;
#ifdef  Anly
        GameAnlyer->AnlyData(buffStart, buff + len, refCount, S_OBJECT_INITEX, ObjectTable);
#endif
        while (iref < refCount) {
            _paim->UpdateData(buffStart);
            iref++;
        }
        head = (PNR_OBJINITEX)(buffStart - 8);

        iObjectCount++;
    }

    return true;
}
bool NetClient::OnSvrUpdateCord(char*& buff, unsigned& len)
{
    /*
    00 00 00 00 00 head
    21 02 00 
    CD 14 00 01 CD 14 00 00 第一个坐标数据
    6D BF 54 43 
    A6 FA C7 3F 
    8C 52 A9 C1 
    CB 30 06 40 
    00 00 00 00 
    DB 0F C9 41 
    00 00 00 00 
    00 00 00 00 
    01 00 00 00 State

    CD 14 00 01 CD 14 00 00 第二个坐标数据
    61 41 5B 43 
    A6 FA C7 3F 
    C5 8A C7 C1 
    CB 30 06 40 
    9A 99 99 3E 
    DB 0F C9 40 
    00 00 00 00 
    00 00 00 00 
    01 00 00 00 
    
    */
    // 初始化对象
    PNR_OBJINITEX head = (PNR_OBJINITEX)(buff - 5);

    /*int nStart = (int)&Player.lId;
    int nEnd = (int)&Player.endclass;
    memcpy(&Player.lId, &head->lId, nEnd - nStart);*/

    int iObjectCount = 0;
    short objCount = head->obj_count; // 可以理解为一共有多少个接收的28数据
    while (iObjectCount < objCount) {
        PAIM _paim = GetAimById(head->lId);
        _paim->SetHeadDatas(&head->lId);
        CStringA txtA;
        txtA.Format("x:%f h:%f y:%f", head->x, head->h, head->y);
#ifdef  Anly
        anly->SendData(TTYPE::I_DIS, S_UPDATECORD, txtA.GetBuffer(), txtA.GetAllocLength() + 1);
#endif
        head = (PNR_OBJINITEX)((char*)&head->State - 4);
        iObjectCount++;
    }
    return true;
}
bool NetClient::OnSvrUpdateProperty(char*& buff, unsigned& len)
{
    // 初始化对象
    PNR_OBJECT_UP head = (PNR_OBJECT_UP)(buff - 6);

    PAIM _paim = GetAimById(head->lId);
    int iref = 0;
    short refcount = head->icount;
#ifdef  Anly
    char* buffStart = (char*)&head->itype;
    GameAnlyer->AnlyData(buffStart, buff + len, refcount, S_UPDATEPRO, ObjectTable);
#endif
    while (iref < refcount) {
        _paim->UpdateData(buffStart);
        iref++;
    }
    return true;
}
bool NetClient::OnSvrUpdatePropertyMu(char*& buff, unsigned& len)
{
    // 初始化对象
    PNR_OBJECT_UPMU head = (PNR_OBJECT_UPMU)(buff - 5);

    int iobjCount = 0;
    short objCount = head->objCount; // 可以理解为一共有多少个接收的28数据
    char* buffStart;
    /*
      数据包是下方的样子,
        2D 
        01 00 objCount
        9B 49 00 01 D5 8C 98 05  GetAimById(head->lId);
        02 00 
        25 00 (char*)&head->itype
        18 00 00 00 
        29 00 BA 01 00 00 
        
        while (iobjCount < objCount) 里获取的是
        9B 49 00 01 D5 8C 98 05
        02 00
        25 00 18 00 00 00
        29 00 BA 01 00 00 这一块数据

         while (iref++ < refCount) 里获取的是
         25 00 18 00 00 00

        (PNR_OBJECT_UPMU)(buffStart - 8); 移动到下一个
        9B 49 00 01 D5 8C 98 05  GetAimById(head->lId);
        02 00
        25 00 (char*)&head->itype
        18 00 00 00
        29 00 BA 01 00 00 这个数据

    */
    while (iobjCount < objCount) {
        PAIM _paim = GetAimById(head->lId);
        buffStart = (char*)&head->itype;

        short refCount = head->icount; // 接收的28数据里的数据参数个数
        short iref = 0;

#ifdef  Anly
        GameAnlyer->AnlyData(buffStart, buff + len, refCount, S_UPDATEPROMU, ObjectTable);
#endif

        while (iref++ < refCount) {
            _paim->UpdateData(buffStart);
        }
        head = (PNR_OBJECT_UPMU)(buffStart - 8);
        iobjCount++;
    }

    return true;
}
bool NetClient::OnSvrRemoveObjectMu(char*& buff, unsigned& len)
{
    // 初始化对象
    PNR_OBJECT_REMOVEMU head = nullptr;
    head = (PNR_OBJECT_REMOVEMU)(buff - &head->op);

    int iobjCount = head->objCount;
    
    for (int i = 0; i < iobjCount; i++)
    {
        RemoveAimById(head->lId[i]);
    }

    return true;
}

/*
    1F
    87 44 00 01 7F B0 D6 05
    FE AD DE C3
    6C F5 46 42
    07 FD 36 C4
    90 D9 9C 40
*/
bool NetClient::OnSvrUpdateCordEx(char*& buff, unsigned& len)
{
    // 初始化对象
    PNR_UPDATECOORD head = nullptr;
    head = (PNR_UPDATECOORD)(buff - &head->op);
    PAIM aim = GetAimById(head->lId);

    if (aim) {
        return aim->SetHeadCord(&head->lId);
    }

    return true;
}
bool NetClient::OnSvrGameBase(char*& buff, unsigned& len)
{
    // 初始化对象
    PNR_GAMEBASE head = nullptr; 
    head = (PNR_GAMEBASE)(buff - &head->op);
    char* buffStart = (char*)head + sizeof(NR_GAMEBASE);

    //int nStart = (int)&Player.lId;
    //int nEnd = (int)&Player.endclass;
    //memcpy(&Player.lId, &head->lId, nEnd - nStart);
    //Player.SetHeadDatas(&head->lId);
#ifdef  Anly
    CStringA szTxt;
    szTxt.Format("%X %X", head->type, head->index);
    anly->SendData(TTYPE::I_DIS, S_GAMEBASE, szTxt.GetBuffer(), szTxt.GetAllocLength() + 1);
    GameAnlyer->AnlyData(buffStart, buff + len, head->count, S_GAMEBASE, ObjectTable);
#endif

   /* int iProc = 0;
    while (iProc < head->icount)
    {
        Player.UpdateData(buffStart);
        iProc++;
    }*/

    return true;
}
/*
 OnSverrNotice函数处理的数据包格式如下
    1E 06 00
    06 11 00 00 00 70 6C 61 79 5F 70 6F 69 6E 74 5F 73 6F 75 6E 64 00
    06 01 00 00 00 00
    04 2C 92 87 C5
    04 FA 03 BF 42
    04 33 14 BD 45
    02 00 00 00 00
    1E 06 00 是 PNR_NOTICE_HEAD
    06 11 00 00 00 70 6C 61 79 5F 70 6F 69 6E 74 5F 73 6F 75 6E 64 00是一个EnCode
    06 01 00 00 00 00是一个EnCode
    04 2C 92 87 C5是一个EnCode
    04 FA 03 BF 42是一个EnCode
    04 33 14 BD 45是一个EnCode
    02 00 00 00 00是一个EnCode
*/
bool NetClient::OnSverNotice(char*& buff, unsigned& len) {
    PNR_NOTICE_HEAD head = (PNR_NOTICE_HEAD)(buff - 1);
    int icount = head->count;
    char* buffStart = (char*)head + sizeof(NR_NOTICE_HEAD);
    if (icount < 1) {
        return true;
    }
    if (icount > MAX_RECV_COUNT) {
#ifdef  Anly
        anly->SendData(TTYPE::I_DIS, S_NOTICE, "S_NOTICE 解码器内存不足", 24);
#endif
        return true;
    }

#ifdef  Anly
    GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);
#endif

    int stDecode = 0;
    EnCode codes[MAX_RECV_COUNT]{};
    while (stDecode < icount) {
        codes[stDecode++] = buffStart;
    }
    return Client->OnSvrNotice((PNET_SEND_CHEAD)codes, icount, buff, len);
}
bool NetClient::OnSvrStartCreateRole(char*& buff, unsigned& len) {
    short* _st = (short*)&buff[1];
    wchar_t* _txt = (wchar_t*)&buff[3];
#ifdef  Anly
    CString txt;
    CStringA txtA;
    txt.Format(L"code:%d\r\n%s", _st[0], _txt);
    txtA = txt;
    //AfxMessageBox(txtA);
    anly->SendData(TTYPE::I_DIS, S_CREATEROLE_START, txtA.GetBuffer(), txt.GetAllocLength() + 1);
#endif
    /*
        Client->OnSendCustom((PNET_SEND_CHEAD)codes, buff, len); 数据包传给虚函数
        如果想对0A开头的据包做些什么直接继承NetClient重写OnSendCustom函数既可以了
    */
    return Client->OnScrStartCreateRole(_st[0], _txt);
}


NetClient.h文件的修改:新加 UseSkill函数、OnUseSkill函数

#pragma once
#include "NetClass.h"
#include "GameWinSock.h"
#include "AIM.h"

#define CAMP_NAME_QH "xuanrenQH"
#define CAMP_NAME_ZE "xuanrenZQ"

#define MAX_AIM 0x200

class NetClient // 监视客户端每一个操作
{
	typedef bool (NetClient::* DATAPROC)(char*&, unsigned&);
public:
	AIM Player; // 玩家角色
	/* 
		怪物列表,最好排序,使用lId排序,然后使用二分查找实现快速查询
		结构用链表或者数组都可以
		怪物或附近玩家这种东西不可能会很多
		如果太多电脑处理不过来,所以数组设置为0x100大小差不多够用
	*/
	PAIM Aimlst[MAX_AIM]{};
	// 用来控制飞天
	bool HideMode;

protected:
	PSTRUCT_DESC StructTable = nullptr;
	char* StructTxt = nullptr;
	POBJ_DESC ObjectTable = nullptr;// 游戏的数据类型表
	char* ObjectTxt = nullptr;
	DATAPROC SendProc[0x100];
	DATAPROC RecvProc[0x100];
	bool DefaultProc(char*&, unsigned&);
protected: // 消息处理函数-SEND
	bool OnClientlogin(char*& buff, unsigned& len); // 登录数据包的处理 I_LOGIN
	bool OnClientStartCreateRole(char*& buff, unsigned& len);  // 申请进入创建角色界面 I_CREATEROLE_START
	bool OnClientDelRole(char*& buff, unsigned& len);
	bool OnClientSendCustom(char*& buff, unsigned& len);
	bool OnClientCreateRole(char*& buff, unsigned& len);
	bool OnClientSelectRole(char*& buff, unsigned& len);
protected: // 消息处理函数-RECV
	bool OnSvrTips(char*& buff, unsigned& len);
	bool OnSvrloginOk(char*& buff, unsigned& len);
	bool OnSvrStartCreateRole(char*& buff, unsigned& len);
	bool OnSverNotice(char*& buff, unsigned& len);
	bool OnSverObject(char*& buff, unsigned& len);
	bool OnSverStruct(char*& buff, unsigned& len);
	bool OnSvrObjectInit(char*& buff, unsigned& len);
	bool OnSvrObjectInitEx(char*& buff, unsigned& len);
	bool OnSvrUpdateCord(char*& buff, unsigned& len);
	bool OnSvrUpdateProperty(char*& buff, unsigned& len);
	bool OnSvrUpdatePropertyMu(char*& buff, unsigned& len);
	bool OnSvrRemoveObjectMu(char*& buff, unsigned& len);
	bool OnSvrUpdateCordEx(char*& buff, unsigned& len);
	bool OnSvrGameBase(char*& buff, unsigned& len);
private:
	GameWinSock* WinSock;
	PROLEDATA roles;
	unsigned rolecount;
	bool logined = false;

	bool DelRole(const wchar_t* rolename, unsigned _len);
	PAIM GetAimById(long long lId);
	PAIM CreateAim();
	void RemoveAimById(long long lId);
public:
	// 通过角色名获取附近角色的信息
	PAIM GetAimByName(const wchar_t* name);
	// 获取面向
	float GetFace(float x, float y, float targetX, float targetY);
	// 通过附近角色名获取它的信息,然后通过它的信息里的坐标,再通过我们角色坐标计算面向,效果就是面向 GetAimByName(name); 这个角色
	void FaceTo(const wchar_t* name);
public:
	void virtual Init(GameWinSock * _winSock);
	// 模拟接收的数据包
	bool SetCoord(long long lId, float x, float h, float y, float face);
	bool SetProperty(long long lId, int ProType, void* value);
	/*
		模拟登陆的方法
		Id是账号
		Pass是密码
		它要基于发送的方法实现,因为我们没有连接socket的操作
	*/
	bool login(const char* Id, const char* Pass);
	bool DelRole(const wchar_t* rolename);
	bool StartCreateRole();// 用于创建角色
	bool SelectCamp(const char* _campname);// 选择阵营
	bool CreateRole(wchar_t* name,double sex, double camp, double face, double occu, const char* photo, const char*infos, const char* txt, double faceShape);// 角色创建
	// 选择角色并且登录进游戏
	bool SelectRole(const wchar_t* rolename);
	// 坠落
	bool Fall();
	// 瞬移
	void Teleport(float x, float h, float y, float face);
	// 模拟停止
	bool MoveStop(float x, float h, float y, float face);
	// 原地跳
	bool MoveJump(float x, float h, float y, float face, float oldy, float xNext, float yNext);
	// 移动开始
	bool MoveWalk(float x, float h, float y, float face, float oldy, float xNext, float yNext);
	// 应该是移动时跳跃
	bool MoveWJump(float x, float h, float y, float face, float oldy, float xNext, float yNext);
	// 使用技能
	bool UseSkill(const char* _skillName, float x, float h, float y, float face, float xTarget = 0, float hTarget = 0, float yTarget = 0, int rInt1 = 0, int rInt2 = 0, int rInt3 = 0);
	// 根据角色名字获取一个登录成功数据包(选择角色列表里的一个数据)
	PROLEDATA GetRoleByName(const wchar_t* rolename);
	bool Talk(wchar_t* txt, int PdId = 1, double un = 0.0);
	bool TalkTo(wchar_t* name, wchar_t* txt, double un = 0.0);
	bool HeartBeep();// 心跳数据包(5秒)
	bool HeartLoop();// 延迟心跳数据包(20秒)
	bool Backtoroles(); // 返回到选择角色界面
public:
	// 用于拦截游戏删除角色功能
	bool virtual OnDelRole(wchar_t* rolename, unsigned _len);
	// 用于拦截游戏登录功能
	void virtual Onlogin(const char* Id, const char*Pass);
	// 用于拦截游戏创建角色功能
	bool virtual OnStartCreateRole(int code);
	// 拦截创建角色
	bool virtual OnCreateRole(PNS_CREATEROLE _header, PCREATE_ROLE_DATAS _body);
	// opcode意思是操作码,count意思是数量,buffStart意思是解码的内容开始,buffend意思是解码的内容结束,buffer是原始的数据,len是原始数据的长度
	// char& buffer, int& len这俩参数带&的原因是,在 OnSendCustom 里进行修改之后,通过&的方式传递回去
	bool virtual OnSendCustom(PNET_SEND_CHEAD _coder, char*& buffer, unsigned& len);
	bool virtual OnSelectRole(wchar_t* rolename);
public:
	// 针对SendCustom的单独处理
	bool virtual OnChooseCamp(PNS_CHOOSECAMP _coder);
	bool virtual OnChat(PCHAT_DATA _coder);
	bool virtual OnChatPublic(PCHAT_PUB _coder);
	bool virtual OnChatPrivate(PCHAT_PRV _coder);
	bool virtual OnHeartBeep(PHEART_BEEP _coder);
	bool virtual OnHeartLoop(PHEART_LOOP _coder);
	// 分发移动处理函数
	bool virtual OnMove(PMOVE_DATA _coder);
	// 移动中处理函数
	bool virtual OnMoveWalk(PMOVE_DATA_WALK _coder);
	// 停止移动处理函数
	bool virtual OnMoveStop(PMOVE_DATA_STOP _coder);
	// 跳跃处理函数
	bool virtual OnMoveJump(PMOVE_DATA_JUMP _coder);
	// 移动时跳跃
	bool virtual OnMoveWJump(PMOVE_DATA_WJUMP _coder);
	//  分发坠落函数
	bool virtual OnFall(PFALL_DATA_START _coder);
	// 针对Notice的单独处理
	bool virtual OnSvrChat(PCHAT_PRV _coder);
	bool virtual OnUseSkill(PUSESKILL _coder);

public:
	// 处理失败,参数是错误码
	bool virtual Tips(int code);
	void virtual loginok(ROLE_DATA* _roles, int count);
	bool virtual OnScrStartCreateRole(short code,wchar_t* _txt);
	bool virtual OnSvrNotice(PNET_SEND_CHEAD _coder, int count, char*& buffer, unsigned& len);
public:
	bool virtual OnRecvData(char*& buff, unsigned& len);
	bool virtual OnSendData(char*& buff, unsigned& len);
	bool virtual OnConnect(char*& ip, unsigned& port);

};


CUIWnd_0.cpp文件的修改:修改了 OnBnClickedButton1函数

// CUIWnd_0.cpp: 实现文件
//

#include "pch.h"
#include "htdMfcDll.h"
#include "CUIWnd_0.h"
#include "afxdialogex.h"
#include "extern_all.h"
#include "GameOBJECTDef.h"

// CUIWnd_0 对话框
float _xNext = 0.0f;
float _yNext = 0.0f;
void _stdcall loops(HWND, UINT, UINT_PTR, DWORD) {
	PAIM aim = Client->GetAimByName(L"r");
	if (aim == nullptr) {
		return;
	}
	//AfxMessageBox(aim->Name);
	float xDis = fabs(Client->Player.x - aim->x);
	float hDis = fabs(Client->Player.h - aim->h);
	float yDis = fabs(Client->Player.y - aim->y);

	float xNext, yNext, thisx, thisy;

	int v[2]{ -1, 1 };

	if (xDis > 12) {
		// 强制修改角色x坐标的值
		thisx = Client->Player.x;
		Client->Player.x = Client->Player.x + 6 * v[Client->Player.x < aim->x];
		xNext = Client->Player.x;
	}
	else {
		xNext = aim->x;
	}
	if (yDis > 12) {
		// 强制修改角色y坐标的值
		thisy = Client->Player.y;
		Client->Player.y = Client->Player.y + 6 * v[Client->Player.y < aim->y];
		yNext = Client->Player.y;
	}else{
		yNext = aim->y;
	}
	if ((xDis < 2)&&(hDis < 2)&&(yDis < 2)) {
		Client->MoveStop(aim->x, aim->h, aim->y, 0.0f);
	}
	else {
		Client->MoveWalk(Client->Player.x,aim->h, Client->Player.x, 0.0f, 0.0f, xNext, yNext);
	}
}

IMPLEMENT_DYNAMIC(CUIWnd_0, CDialogEx)

CUIWnd_0::CUIWnd_0(CWnd* pParent /*=nullptr*/)
	: CDialogEx(IDD_PAGE_0, pParent)
{

}

CUIWnd_0::~CUIWnd_0()
{
}

void CUIWnd_0::DoDataExchange(CDataExchange* pDX)
{
	CDialogEx::DoDataExchange(pDX);
}


BEGIN_MESSAGE_MAP(CUIWnd_0, CDialogEx)
	ON_BN_CLICKED(IDC_BUTTON1, &CUIWnd_0::OnBnClickedButton1)
	ON_BN_CLICKED(IDC_BUTTON2, &CUIWnd_0::OnBnClickedButton2)
END_MESSAGE_MAP()


// CUIWnd_0 消息处理程序


void CUIWnd_0::OnBnClickedButton1()
{
	// 释放技能
	float x = Client->Player.x;
	float h = Client->Player.h;
	float y = Client->Player.y;
	Client->UseSkill("Skill_Mg2692_01_1", x, h, y, Client->Player.face);

	// 发送坠落数据包
	//Client->Fall();
	
	 设置移动速度
	// float Speed = 30.0;
	// Client->SetProperty(Client->Player.lId, INDEX_MoveSpeed, &Speed);
	/*
	// 修改血量
	int HP = 10000000;
	Client->SetProperty(Client->Player.lId, INDEX_HP, &HP);*/
	/*CString txt;
	txt.Format(L"通过AIM类获取角色信息 名字:%s,x坐标:%f", Client->Player.Name, Client->Player.x);
	AfxMessageBox(txt);*/
	// Client->HeartBeep();
	// Client->TalkTo(L"r", L"打架吗?");
	// Client->Talk(L"[欢迎来到麟科思]");
	// Client->SelectRole(L"今晚打老虎");
	/*Client->CreateRole(L"am4", 1.0, 2.0, 4.0, 8.0, "gui\BG_team\TeamRole\Teamrole_zq_humF_001.PNG",
		"Face,0;Hat,0;Eyes,0;Beard,0;Ears,0;Tail,0;Finger,0;Cloth,0;Pants,0;Gloves,0;Shoes,0;Trait,0;HairColor,0;SkinColor,0;SkinMtl,0;Tattoo,0;TattooColor,16777215;",
		"", 0.0);*/
	//Client->SelectCamp("xuanrenZQ");
	//Client->StartCreateRole();
	//Client->DelRole(L"ranzhi11111");
	/*
	char buff[] = {
		0xA, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
		0x00, 0x00, 0x00, 0x00, 0x00, 0x4, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x02, 0x01, 00 ,0x00,
		0x00, 0x07, 0x0E, 0x00, 0x00, 0x00, 0x31, 0x00, 0x32, 0x00, 0x33, 0x00, 0x31, 0x00, 0x32 ,0x00,
		0x33, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
	};
	WinSock->OnSend(buff, sizeof(buff));
	*/
	/*char buff[] = {
		0x27, 0x46, 0x92, 0x02, 0x00, 0x00, 0x89, 0x02, 0x00, 0x00, 0x06, 0x00, 0x06, 0x05, 
		0x00, 0x00, 0x00, 0x63, 0x68, 0x61, 0x74, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x07, 
		0x0A, 0x00, 0x00, 0x00, 0x34, 0x00, 0x33, 0x00, 0x39, 0x00, 0x39, 0x00, 0x00, 0x00, 
		0x07, 0x5A, 0x02, 0x00, 0x00, 0x31, 0x00, 0x32, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 
		0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x31, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 
		0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 
		0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 
		0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 
		0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 0x00, 0x32, 
		0x00, 0x32, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 
		0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 
		0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 
		0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 
		0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 
		0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33,
		0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x33, 0x00, 0x35, 
		0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 
		0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 
		0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 
		0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 
		0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 
		0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x35, 0x00, 0x34, 
		0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 
		0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 
		0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 
		0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 
		0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 
		0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x34, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36,
		0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 
		0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 
		0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x36, 0x00, 0x37, 
		0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 0x37, 0x00, 
		0x38, 0x00, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00
	};
	WinSock->OnRecv(buff, sizeof(buff));*/
}


void CUIWnd_0::OnBnClickedButton2()
{
	// 根据语言表获取文字
	CString txt = PGameProc->GetTextName("npc_GRZJ_0001");
	AfxMessageBox(txt);

	// 瞬移
	//float decX = 3843.776123f;
	//float decH = 11.731983f;
	//float decY = -2005.533813f;
	//float face = 0.0f;
	//Client->Teleport(decX, decH, decY, face);
	//PAIM aim = Client->GetAimByName(L"r");
	//if (aim == nullptr) {
	//	return;
	//}
	//Client->Teleport(aim->x, aim->h, aim->y, aim->face);
	// 修正坐标
	/*PAIM aim = Client->GetAimByName(L"r");
	if (aim == nullptr) {
		return;
	}
	Client->SetCoord(Client->Player.lId, aim->x, aim->h, aim->y, aim->face);*/
	// 面向
	// Client->FaceTo(L"r");
	// 飞天
	// Client->HideMode = true;
	// 遁地
	//Client->MoveStop(Client->Player.x, Client->Player.h - 5, Client->Player.y, 0.0f);
	// 跟随
	// ::SetTimer(m_hWnd, 0x1000, 2000, loops);
	// 
	// Client->Backtoroles();
}

NetClass.h文件的修改:新加 SC_USESKILL宏、USESKILL_DATA类

#pragma once
#include "EnCode.h"

// 数据包头
// 发送
#define I_LOGIN 0x2 // 登录
#define I_CREATEROLE_START 0x3 // 创建角色发送数据包的头
#define I_SELECT_ROLE 0x04 // 选择角色进入游戏的数据包头
#define I_CREATEROLE 0x05 // 创建角色给服务端发送的数据包头
#define I_DELROLE 0x6 // 删除角色发送数据包的头
#define I_SEND_CUSTOM 0x0A // 进入游戏之后大部分数据包的头

// 接收
#define S_TIPS 0x3 // 服务端返回错误的数据包头
#define S_LOGINOK 0x4 // 登录成功的返回数据包的头
// 创建角色服务端反馈的数据(发送03 01 00 00 00这个数据包服务端返回的数据包头)
#define S_CREATEROLE_START 0x05
#define S_OBJECT 0x9 // 数据类型表
#define S_STRUCT 0xA // 里面有玩家角色坐标信息,进入游戏时它有数据结构描述的信息
#define S_UPDATEPRO 0x10 // 更新角色怪物信息
#define S_GAMEBASE 0x18 // 杂项数据包,里面有技能的信息、装备的信息 还有未知的信息
#define S_NOTICE 0x1E // 里面有聊天数据
#define S_UPDATECORDEX 0x1F // 坐标修正
#define S_UPDATECORD 0x21 // 坐标更新
#define S_NOTICE_COM 0x27 // 里面有聊天数据
#define S_OBJECT_INIT 0x28 // 里面有角色基础信息
#define S_UPDATEPROMU 0x2D // 更新信息
#define S_UPDATEPROMU_COM 0x2E // 更新信息
#define S_OBJECT_INITEX_UCOM 0x2F // 里面有附近NPC、玩家初始化信息,与0x30数据包一样只是它未压缩
#define S_OBJECT_INITEX 0x30 // 里面有附近NPC、玩家初始化信息
#define S_OBJECT_REMOVE 0x31 // 附近角色或怪物消失

/*
	最多的数据项, 0A开头的数据包里有数据参数个数,这个宏就是用来设定
	数据参数个数最大数量是多少,0A开头的数据包目前见过最大
	数据参数个数是十几个,这里写20应该完全够用,如果不够用
	到时候再增加
*/
#define MAX_SEND_COUNT 100
#define MAX_RECV_COUNT 100
// 发送数据操作码定义
#define SC_CHOOSECAMP 591 // 阵营选择操作码
#define SC_CHAT 1
#define SC_BEEP 81
#define SC_LOOP 1015
// 游戏客户端处理完进入游戏按钮触发的数据包之后,发送的请求
#define SC_INITED 964
#define SC_REONLINE 860
#define SC_INIT_START 661
#define SC_HAND 962
#define SC_HAND_IN 102

#define SC_MOVE_HEADER 15 // 移动
#define SC_FALL_HEADER 890 // 坠入摔血
#define SC_INWATER 478 // 只要发了这个数据包就说明在水下了
#define SC_USESKILL 211 // 使用技能

/*
	00 为了内存对齐补个0
	18
	28 00
	13 00
	05 00
	BC 01
	E8 03 00 00 61
	01 12 00 00 00 53 6B 69 6C 6C 5F 47 6C 31 32 34 30 5F 30 31 5F 31 00
	F8 01 01 00
	07 00 01 00 00 00
	B6 00 20 4E 00 00
*/
typedef struct NR_GAMEBASE {
	char un;
	char op;
	short type;
	short index;
	short count;
}*PNR_GAMEBASE;;
/*
	1F
	87 44 00 01 7F B0 D6 05
	FE AD DE C3
	6C F5 46 42
	07 FD 36 C4
	90 D9 9C 40
*/
typedef struct NR_UPDATECOORD {
	char un[6];
	char len = sizeof(NR_UPDATECOORD) - 7;
	char op = S_UPDATECORDEX;
	long long lId;
	float x;
	float h;
	float y;
	float face;
}*PNR_UPDATECOORD;

/*
	31 
	01 00 个数
	9B 49 00 01 D5 8C 98 05 id
	内存对齐
	00 00 00 00 00 31 01 00 // 补五个0与id的8字节对齐
	9B 49 00 01 D5 8C 98 05 
*/
typedef struct NR_OBJECT_REMOVEMU {
	char un[4];
	char len;
	char op = 0x31;
	short objCount = 0;
	long long lId[2];// 这里是一个指针,[]里写什么都行
}*PNR_OBJECT_REMOVEMU;
/*
	角色怪物数据更新结构 2D和2E
	00 00 00 00 00 2D 01 00
	9B 49 00 01 D5 8C 98 05
	02 00
	25 00 18 00 00 00
	29 00 BA 01 00 00
*/
typedef struct NR_OBJECT_UPDATEPROMU {
	char un1[4]; // 为了向id数据的8字节对齐
	char len;
	char op = 0x2D;
	short objCount = 0;
	long long lId;
	short icount;
	short itype;
}NR_OBJECT_UPMU, * PNR_OBJECT_UPMU;

/*角色怪物基本信息更新 接收的10数据包结构体*/
/*
	00 00 为了内存对齐补零
	10 00
	78 48 00 01 FC 61 79 05
	01 00
	29 00 65 09 00 00
*/
typedef struct NR_OBJECT_UPDATEPRO {
	char un1[5]; // 为了向id数据的8字节对齐
	char len;
	char op = 0x10;
	char MsgId = 0x00;
	long long lId;
	short icount = 1;
	short itype;
	union
	{
		char buff[0x04];
		int lenth;
	};
	char buffEnd[0x196];
}NR_OBJECT_UP, *PNR_OBJECT_UP;
/*
  角色怪物初始化结构
	00 00 00 00 00 30 0B 00
	82 0B 00 01 82 0B 00 00
	69 59 F8 C3
	67 49 FF 41
	FE 55 9C 42
	C6 70 BA 40
	A8 8F 07 C4
	06 52 58 41
	3B D0 2A 43
	C6 70 BA 40
	00 00 20 41
	00 00 00 00
	00 00 00 00
	00 00 00 00
	04 00 00 00
	11 00
*/

typedef struct NR_OBNJECT_INITEX {
	char un1[4];
	char len = sizeof(NR_OBNJECT_INITEX) - 7;
	char op = 0x30;
	short obj_count;
	long long lId;
	float x;
	float h;
	float y;
	float face;
	float tx;
	float th;
	float ty;
	float tface;
	int State;
	float un2[4]{};
	short icount;
	short type;
}*PNR_OBJINITEX;

// 角色初始化数据
/*
	28  op
	E6 44 00 01 39 0A 63 04 lId
	6F 3A 07 C4 x
	49 C8 81 41 h
	46 1E 40 44 y
	BC 74 03 40 face
	6F 3A 07 C4 tx
	49 C8 81 41 th
	46 1E 40 44 ty
	BC 74 03 40 tface
	00 00 00 00 un[0]
	00 00 00 00 un[1]
	00 00 00 00 un[2]
	00 00 00 00 un[3]
	00 00 00 00 un[4]
	5E 00 icount

	多出来的type是为了内存对齐才写的
*/
typedef struct NR_OBNJECT_INIT {
	char un1[6];
	char len = sizeof(NR_OBNJECT_INIT) - 9;
	char op = 0x28;
	long long lId;
	float x;
	float h;
	float y;
	float face;
	float tx;
	float th;
	float ty;
	float tface;

	float un2[5]{};
	short icount;
	short type;
}*PNR_OBJINIT;
// 保存结构数据描述信息的结构体
typedef struct STRUCT_DESC {
	char* name;
	int count;// 为了内存对齐这里使用int类型
	char* buff;
}*PSTRUCT_DESC;
// 保存对象数据描述信息的结构体(游戏数据类型表)
typedef struct OBJECT_DESC {
	char* name;
	int type;
}*POBJ_DESC;

// 数据头结构体 数据结构约定
// 也就是接收到1E包的头部
typedef struct NR_NOTICE_HEAD {
	char un;
	char op;
	short count;
}NR_HEAD, *PNR_HEAD, *PNR_NOTICE_HEAD;

// 选择角色头部
typedef struct NET_SEND_SELECTROLE {
	char op = 0x04;
	char buff[83]{};
}NS_SELECTROLE, * PNS_SELECTROLE;

// 创建角色数据头部
typedef struct NET_SEHD_CREATEROLE_HEAD {
	/*
		char un[0x2];
		char len = sizeof(NET_SEHD_CREATEROLE_HEAD) - 0x03;
		这俩代码是为了解决内存对齐的问题,创建角色给服务端发送的
		05开头的数据包,把05变成00 00 00 05
	*/
	char un[0x2];
	char len = sizeof(NET_SEHD_CREATEROLE_HEAD) - 0x03;
	char op = 0x05;
	int index = 0x0; // 选择角色列表索引
	/*
		宽字节是2字节0x10是16两个是32,正好满足
		给服务端发送的创建角色数据包,也就是05开头的数据包
	*/
	wchar_t name[0x20];
	short unst = 0x00;
	short count = 0x08;
}*PNS_CREATEROLE;

// 基类
typedef class NET_SEND_BASE {
public:
	// 实现编码操作,模拟游戏数据包给服务端发送数据,这个模拟的数据包通过调用 CodeMe函数得到
	unsigned CodeMe(int size, char* buffer);
}NSR_BASE, *PNET_SEND_BASE, * PNSR_BASE;

typedef struct NS_CREATEROLE_HEAD_BUFF :public NET_SEHD_CREATEROLE_HEAD {
	char buff[0x300]{};
}*PNS_CREATEROLEBUFF;

// 解析约定结构体
// 创建角色数据结构体
typedef class CREATE_ROLE_DATAS:public NET_SEND_BASE {
public:
	GDOUBLE sex;//1.000000 性别 0 男 1 女
	GDOUBLE camp;//1.000000 阵营 1 艾森赫特 2 格兰蒂尔
	GDOUBLE face;//1.000000 种族 1 布冯特人 3 格洛玛人 4 尤恩图人 6 喀什人
	GDOUBLE occu;//3.000000 职业 1 仲裁者 3秘法师 6 猎魔人 8 元素法师
	GCHAR Photo;//gui\BG_team\TeamRole\Teamrole_zq_humF_001.PNG
	GCHAR Infos;//Face,0;Hat,0;Eyes,0;Beard,0;Ears,0;Tail,0;Finger,0;Cloth,0;Pants,0;Gloves,0;Shoes,0;Trait,0;HairColor,0;SkinColor,0;SkinMtl,0;Tattoo,0;TattooColor,16777215;
	GCHAR Txt;// 细节编辑捏脸
	GDOUBLE faceSahpe;//0.000000 脸型 0 1 2 3
}* PCREATE_ROLE_DATAS;


// 发送数据标准头 0xA数据包
typedef struct NET_SEND_HEAD {
	// 为了内存对齐,当前结构不可能超过255,所以这样写是没问题的
	char len = sizeof(NET_SEND_HEAD) - 1;
	char op = 0x0A;
	short unst = 0;
	int unnt[4]{};
	short unst1 = 0;
	short count = 0;
}*PNET_SEND_HEAD;
// 开始创建角色的数据结构
// 申请创建角色结构体
typedef struct NET_CREATEROLE_START {
	char un[0x02];// 用来做内存对齐
	char len = sizeof(NET_CREATEROLE_START) - 3;// 用来做内存对齐
	char op = 0x03;
	int code = 0x01;
}*PNET_CREATEROLE_START;

// 删除角色数据结构
typedef struct DATA_DELROLE {
	char op;
	char buff[0x1F];
	int len;
	int un[8] = { 0x01 , 0x03 };

}*PDATADELROLE;

/*
	数据包还原结构体要注意内存对齐,如果数据不满4字节,它字段会补齐
	比如结构体里有一个char变量,它是1字节,在内存里它可能会为了内存对齐
	让它变成4字节,所以这要注意
*/
// 登录数据
typedef struct DATA_LOGIN {
	int op = 0x0300;
	char buff[0x10]{};
	int lenId = 0x10;
	/*
		这个是登录的账号,它可能会变成0x20或更长,现在默认让它0x10
		读的时候以长度为准就好了
	*/
	char Id[0x10]{};
	int lenPass = 0x10;
	/*
		这个是登录的密码,它可能会变成0x20或更长,现在默认让它0x10
		读的时候以长度为准就好了
	*/
	char Pass[0x10]{};
	int lenCode = 0x10;
	char Code[0x10]{};
	int eop = 0x01;
}*PDATALOGIN;
typedef struct DATA_LOGIN_OK {// 登录成功数据包头
	int un[8] = { 0, 0, 0x76B, 0x0C, 0x1E,0, 0, 0 };
	int index = 0;
	int RoleCount = 0;
}*PDATALOGINOK;

// 发送数据包含内存空间,也就是数据参数,数据参数的意思看44文章里的内容
typedef struct NET_SEND_BUFF:public NET_SEND_HEAD {
	char buff[0x1000]{};
}*PNET_SEND_BUFF;

typedef class  NET_SEND_CHEAD:public NET_SEND_BASE {
public:
	union {
		GCHAR msgHeader;
		GINT opcode;
	};
public:
	NET_SEND_CHEAD() {};
	~NET_SEND_CHEAD() {};
}NSR_CHEAD, *PNSR_CHEAD, *PNET_SEND_CHEAD;

// 选择角色
typedef class NET_SEND_CHOOSECAMP :public NET_SEND_CHEAD {
public:
	GCHAR camps;
}*PNS_CHOOSECAMP;

// 心跳包数据结构
typedef class HEART_BEEP :public NET_SEND_CHEAD {
public:
	// 20秒一次
	GINT tick;//3
}*PHEART_BEEP;

typedef class HEART_LOOP :public NET_SEND_CHEAD {
public:
	// 5秒一次
	GINT64 tick;//9320695
	GCHAR txt;//

}*PHEART_LOOP;

typedef struct ONLINE_HAND: public NSR_CHEAD{
	GINT step; // 2
	GINT state; // 1
}*PONLINE_HAND;

typedef struct ONLINE_INIT : public NSR_CHEAD {
	GINT state;//0
	GDOUBLE un;//180000000.000000
}*PONLINE_INIT;
// 登陆后角色数据区
// 聊天数据包的数据结构
typedef class CHAT_DATA :public NET_SEND_CHEAD {
public:
	GINT ChartId;//1
}*PCHAT_DATA;
typedef class CHAT_PUBLIC :public CHAT_DATA {
public:
	GUTF16 txt;//[222222222222222222222222222222222222222222<img src="Face37"  valign="bottom"  only="line"/>]
	GDOUBLE un;//0.000000
}*PCHAT_PUB;
typedef class CHAT_PRIVATE :public CHAT_DATA {
public:
	GUTF16 txt;//[222222222222222222222222222222222222222222<img src="Face37"  valign="bottom"  only="line"/>]
	GUTF16 name;//[皮革兔]
	GDOUBLE un;//0.000000
}*PCHAT_PRV;


// 登陆后角色数据包
typedef class ROLE_DATA {// 登录成功数据包
public:
	GBYTE byte;
	GINT index;
	GINT un1;
	GUTF16 name;
	GUTF16 infos;
	GINT un2;
	GINT64 un3;
}*PROLEDATA;

typedef class MOVE_DATA :public NET_SEND_CHEAD {
public:
	GINT Mode; // 0停止 1移动中 2跳跃
	GINT Count; // 带入场景这里就是一共有几个与坐标相关的数据
}*PMOVE_DATA;

// 停止移动
typedef class MOVE_DATA_STOP :public MOVE_DATA {
public:
	GFLOAT x;//-584.845459
	GFLOAT h;//65.004677
	GFLOAT y;//708.458740 
	GFLOAT face;//4.912942
}*PMOVE_DATA_STOP;

// 移动
typedef class MOVE_DATA_WALK :public MOVE_DATA {
public:
	GFLOAT x;//-584.845459 当前坐标 x
	GFLOAT h;//65.004677 当前坐标 h
	GFLOAT y;//708.458740 当前坐标 y
	GFLOAT xNext;//-596.604919 预计移动到的坐标
	GFLOAT yNext;//710.849304 预计移动到的坐标
	GFLOAT MoveSpeed;//5.000000 移动速度
	GFLOAT GSpeed;//0.000000 根据跳跃的数据包猜测它是重力加速(也就是坠落的速度)
	GFLOAT face;//4.912942 面向
}*PMOVE_DATA_WALK;

// 跳跃或往前跳(前后左右跳)
typedef class MOVE_DATA_JUMP:public MOVE_DATA {
public:
	GFLOAT x;//-599.624939
	GFLOAT h;//65.004105
	GFLOAT y;//711.464600
	GFLOAT xNext;//-599.624939
	GFLOAT yNext;//711.464600
	GFLOAT MoveSpeed;//5.000000
	GFLOAT JumpSpeed;//4.500000
	GFLOAT GSpeed;//9.800000 重力加速(也就是坠落的速度)
	GFLOAT face;//4.912942
}*PMOVE_DATA_JUMP;

// 移动时跳跃
typedef class MOVE_DATA_WJUMP :public MOVE_DATA {
public:
	GFLOAT x;//-394.622162
	GFLOAT h;//8.719633
	GFLOAT y;//912.655151
	GFLOAT xNext;//-400.995270
	GFLOAT yNext;//902.487366
	GFLOAT MoveSpeed;//50.000000
	GFLOAT face;//3.701483
}*PMOVE_DATA_WJUMP;

// 开始坠落
typedef class FALL_DATA_START :public NET_SEND_CHEAD {
public:
	GINT Mode;//890
	GINT StartH;//1
	GFLOAT NextH;//58.223557
	GINT EndH;//0

}*PFALL_DATA_START;

// 坠落结束
typedef class FALL_DATA_STOP :public NET_SEND_CHEAD {
public:
	GINT Mode;//2
	GFLOAT StartH;//58.223557
	GFLOAT NextH;//48.128914
	GFLOAT EndH;//24.581387
}*PFALL_DATA_STOP;

// 释放技能结构
typedef class USESKILL_DATA :public NET_SEND_CHEAD {
public:
	//GINT gint;//211
	GCHAR skillName;//Skill_In1025_01_1
	GFLOAT x;//-522.842712,猜测它是使用技能的坐标
	GFLOAT h;//8.122560,猜测它是使用技能的坐标
	GFLOAT y;//866.518250,猜测它是使用技能的坐标
	GFLOAT face;//5.872537 面向
	GFLOAT xTarget;//0.000000 释放技能的目标位置,也就是技能释放到哪
	GFLOAT hTarget;//0.000000 释放技能的目标位置,也就是技能释放到哪
	GFLOAT yTarget;//0.000000 释放技能的目标位置,也就是技能释放到哪
	GINT un0;//0
	GINT un1;//0
	GINT un2;//1
}*PUSESKILL;



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