115.网络游戏逆向分析与漏洞攻防-邮件系统数据分析-调试优化结构体类型数据的创建

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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:114.处理结构体类型数据的创建

码云版本号:0c1b39232ad2bb6a1180014cceb85a90a1fc1b6c

代码下载地址,在 titan 目录下,文件名为:titan-调试优化结构体类型数据的创建.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

114.处理结构体类型数据的创建 它的代码为基础进行修改

本次调试一下上一个内容中写的代码

调试出错(游戏闪退),调错通用步骤,首先找一个大题的(最外侧的函数)看看它执行到哪一行代码出错了(每一行代码后面写MessageBox让它弹框,看看哪一行的弹框没弹),然后分析出错的点,出错的点基本都是访问的无效内存(就是这个内存未申或请访问到了nullptr)如果出错的点是调用的函数,那就点进函数中,看看这个函数哪里出错了(每一行代码后面写MessageBox让它弹框,看看哪一行的弹框没弹),如果出错的点是函数还是点进函数中看看哪一行出错了(每一行代码后面写MessageBox让它弹框,看看哪一行的弹框没弹),如下图

NetClient.cpp文件的修改:修改了 UpdateStruct函数、UpdateStructByte函数、UpdateStructShort函数、UpdateStructInt函数、UpdateStructInt64函数、UpdateStructfloat函数、UpdateStructDouble函数、UpdateStructAscii函数、UpdateStructUnicode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  NetSend(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 NetSend(&_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 NetSend(&_buff.op, ilen);
}

//性别 0 男 1 女
//
//阵营 1 艾森赫特 2 格兰蒂尔
//
//种族 1 布冯特人 3 格洛玛人 4 尤恩图人 6 喀什人
//
//职业 1 仲裁者 3秘法师 6 猎魔人 8 元素法师
//
//脸型 0 1 2 3
bool NetClient::CreateRole(wchar_t* name, double sex, double camp, double race, 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(race);
    _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 NetSend(&_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 NetSend((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 NetSend(&_buff.op, ilen);

}

void NetClient::Teleport(float x, float h, float y, float face)
{
    // 修正坐标
     //PAIM aim = 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
    */
    //MoveWJump(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
    //MoveWalk(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
    MoveStop(v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
    MoveStop(x, h, y, face);
    // 利用修正坐标数据包瞬移
    SetCoord(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 NetSend(&_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 NetSend(&_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 NetSend(&_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 NetSend(&_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 NetSend(&_buff.op, ilen);
}

bool NetClient::UseItem(short BagIndex, short Index)
{
    NET_SEND_BUFF _buff;
    ITEM_USE_DATA _data;
    _data.opcode.Set(SC_ITEM_USE);
    _data.MainIndex.Set(BagIndex);
    _data.Index.Set(Index);

    /*
        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 NetSend(&_buff.op, ilen);
}

bool NetClient::ExChangeItem(short BagIndex, short Index, short tBagindex, short tIndex, bool IsEmpty)
{
    NET_SEND_BUFF _buff;
    ITEM_EXCHANGE_DATA _data;

    if(IsEmpty)
        _data.opcode.Set(SC_ITEM_EXCHANGE);
    else
        _data.opcode.Set(SC_ITEM_EXCHANGEEX);

    _data.MainIndex.Set(BagIndex);
    _data.Index.Set(Index);
    _data.TargetId.Set(tBagindex);
    _data.TargetIndex.Set(tIndex);

    /*
        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 NetSend(&_buff.op, ilen);
}

bool NetClient::DropItem(short BagIndex, short Index, short Amount)
{
    NET_SEND_BUFF _buff;
    ITEM_DROP_DATA _data;
    _data.opcode.Set(SC_ITEM_DROP);
    _data.MainIndex.Set(BagIndex);
    _data.Index.Set(Index);
    _data.Amount.Set(Amount);

    /*
        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 NetSend(&_buff.op, ilen);
}

bool NetClient::SplitItem(short BagIndex, short Index, short tBagindex, short tIndex, short Amount)
{
    NET_SEND_BUFF _buff;
    ITEM_SPLIT_DATA _data;
    _data.opcode.Set(SC_ITEM_SPLIT);

    _data.MainIndex.Set(BagIndex);
    _data.Index.Set(Index);
    _data.TargetId.Set(tBagindex);
    _data.TargetIndex.Set(tIndex);
    _data.TargetAmount.Set(Amount);
    /*
        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 NetSend(&_buff.op, ilen);
}

bool NetClient::Mount(short Index)
{
    NET_SEND_BUFF _buff;
    MOUNT_DATA _data;
    _data.opcode.Set(SC_MOUNT);
    _data.Index.Set(Index);

    /*
        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 NetSend(&_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::PickItem(short id, short Index)
{
    NET_SEND_BUFF _buff;
    ITEM_PICK_DATA _data;
    _data.opcode.Set(id);
    _data.Index.Set(Index);

    /*
        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 NetSend(&_buff.op, ilen);
}

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 NetSend(&_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 NetSend(&_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 NetSend(&_buff.op, ilen);
}

bool NetClient::BuyItem(int shopPage, int shopIndex, int itemIndex, int Amount)
{
    NET_SEND_BUFF _buff;
    ITEM_BUY_DATA _data;
    const char* shopId;
    auto _object = Client->GetGameOBJECTUnion((short)OBJECT_TYPE::Shop);
    if ((_object) && (_object->item)) {
        shopId = _object->item[0]->ShopID.GetBuffer();
    }
    else return false;

    _data.opcode.Set(SC_ITEM_SHOP);
    _data.opMode.Set(SC_ITEM_SHOP_BUY);
    _data.ShopId.Set(shopId);
    _data.ShopPage.Set(shopPage);
    _data.ShopIndex.Set(shopIndex);
    _data.Index.Set(itemIndex);
    _data.Amount.Set(Amount);
    _data.un1.Set(0);
    _data.un2.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 NetSend(&_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 NetSend(&_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 NetSend(&_buff.op, ilen);
}

bool NetClient::SoldItem(int MainIndex, int Index, int Amount)
{
    NET_SEND_BUFF _buff;
    ITEM_SOLD_DATA _data;

    const char* shopId;
    auto _object = GetGameOBJECTUnion((short)OBJECT_TYPE::Shop);
    if ((_object) && (_object->item)) {
        shopId = _object->item[0]->ShopID.GetBuffer();
    }
    else return false;

    _data.opcode.Set(SC_ITEM_SHOP);
    _data.opMode.Set(SC_ITEM_SHOP_SOLD);
    _data.un1.Set(0);
    _data.ShopId.Set(shopId);
    _data.MainIndex.Set(MainIndex);
    _data.Index.Set(Index);
    _data.Amount.Set(Amount);

    /*
        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 NetSend(&_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 NetSend((char*)&_data, sizeof(DATA_DELROLE) - 1);
}

PAIM NetClient::GetAimById(long long lId)
{
    if (Player.lId == 0)return &Player;// 我们玩家的数据未初始化其它的也不能初始化
    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(lId);
}

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

POBJECT_UNION NetClient::GetGameOBJECTUnion(short MainIndex)
{
    switch (MainIndex)
    {
    case 1:
        return &Equip;
    case 2:
        return &Item;
    case 3:
        return &ItemEx;
    case 8:
        return &MountBag;
    case 0x28:
        return &Skill;
    case 0x3D:
        return &Shop;
    case 0x50:
        return &Pickup;
    }
    return nullptr;
}

POBJECTBASE NetClient::GetGameOBJECT(short MainIndex, short Index)
{
    POBJECT_UNION _objectTable = GetGameOBJECTUnion(MainIndex);

    if (_objectTable) {
        return _objectTable->item[Index];
    }
    return nullptr;
}

POBJECTBASE NetClient::ReSetGameOBJECT(short MainIndex, short max)
{
    max = max + 1;
    POBJECT_UNION _objectTable = GetGameOBJECTUnion(MainIndex);

    if (_objectTable) {
        _objectTable->Count = max;
        if (_objectTable->item) {
            if (max > _objectTable->MaxCount) {
                if (MainIndex == 0x28) {
                    delete[] _objectTable->skill;
                    delete[] _objectTable->skillAry;
                }
                else {
                    delete[] _objectTable->item;
                    delete[] _objectTable->itemAry;
                }
            }
            else {
              
                for (int i = 0; i < _objectTable->MaxCount; i++)
                {
                    _objectTable->item[i]->Isfree = true;
                }
                return  _objectTable->item[0];
            }
        }else   _objectTable->MaxCount = max;

        if (MainIndex == 0x28) {
            _objectTable->skill = new PSKILL[max];
            _objectTable->skillAry = new SKILL[max];
            for (int i = 0; i < max; i++) _objectTable->skill[i] = &_objectTable->skillAry[i];
        }
        else {
            _objectTable->item = new PITEM[max];
            _objectTable->itemAry = new ITEM[max];
            for (int i = 0; i < max; i++) _objectTable->item[i] = &_objectTable->itemAry[i];
        }

        return  _objectTable->item[0];
    }

    return nullptr;
}

void NetClient::ExChangeOBJECT(short MainIndex, short IndexFrom, short IndexTo)
{
    POBJECT_UNION _objectTable = GetGameOBJECTUnion(MainIndex);
    if (_objectTable) {
        POBJECTBASE* _base = _objectTable->item;
        POBJECTBASE _tmp = _base[IndexFrom];
        _base[IndexFrom] = _base[IndexTo];
        _base[IndexTo] = _tmp;
    }
}

void NetClient::DestoryOBJECT(short MainIndex, short Index)
{
    POBJECTBASE base = GetGameOBJECT(MainIndex, Index);
    if (base)base->Isfree = true;
}

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(PNetOperation _send, PNetOperation _recv)
{
    NetSend = _send;
    NetRecv = _recv;

    for (int i = 0; i < 0x100; i++) {
        SendProc[i] = &NetClient::DefaultProc;
        RecvProc[i] = &NetClient::DefaultProc;
    }
    // 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;
    RecvProc[S_GAMEBASE_RESET] = &NetClient::OnSvrGameBaseReset;
    RecvProc[S_GAMEBASE_EXCHANGE] = &NetClient::OnSvrGameBaseExChange;
    RecvProc[S_GAMEBASE_DROP] = &NetClient::OnSvrGameBaseDestroy;
    RecvProc[S_GAMEBASE_SET] = &NetClient::OnSvrGameBaseSet;
    RecvProc[S_STRUCT_INIT] = &NetClient::OnSvrStructInit;
}

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 NetRecv(&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 NetRecv(&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  NetSend(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:
        return OnInited();
     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::OnInited()
{

    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;
    }


    /*
        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 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;
    }

    /*
        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 OnSendCustom((PNET_SEND_CHEAD)codes, buff, len);

}

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

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

    PDATADELROLE p = (PDATADELROLE)buff;
    return 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 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);
        }
        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);
    
    MaxStruct = head->count;

    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;

    unsigned MaxOffSet = 0;

    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];
        MaxOffSet += StructTable[i].count;
    }
    if (StructOffSet) delete[] StructOffSet;
    StructOffSet = new short[MaxOffSet];

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

    // 初始化偏移表
    InitStruct(StructTable, head->count, StructOffSet);

    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);
    PGAMEOBJ _object = nullptr;

    char* buffStart = (char*)&head->itype;
    short refcount = head->icount;
    int iref = 0;
#ifdef  Anly
    GameAnlyer->AnlyData(buffStart, buff + len, refcount, S_UPDATEPRO, ObjectTable);
#endif
    if (head->MsgId ) {
        _object = GetGameOBJECT(head->Index[0], head->Index[1]);
    }
    else {

        _object = GetAimById(head->lId);
      
    }

    while ((iref < refcount)&&(_object)) {
        _object->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
    POBJECTBASE object = GetGameOBJECT(head->type, head->index);
    if (object == nullptr)return true;

    object->MainIndex = head->type;
    object->Index = head->index;

    int iProc = 0;
    while (iProc < head->count)
    {
        object->UpdateData(buffStart);
        iProc++;
    }

    return true;
}
bool NetClient::OnSvrGameBaseReset(char*& buff, unsigned& len)
{
    PNR_GAMEBASE_RESET head = nullptr;
    head = (PNR_GAMEBASE_RESET)(buff - &head->op);
    POBJECTBASE object = ReSetGameOBJECT(head->type, head->max);
    if (object) {
        char* buffStart = (char*)head + sizeof(NR_GAMEBASE);
        int iProc = 0;
        while (iProc < head->count)
        {
            object->UpdateData(buffStart);
            iProc++;
        }

    }
    return true;
}
bool NetClient::OnSvrGameBaseExChange(char*& buff, unsigned& len)
{
    PNR_GAMEBASE_EXCHANGE head = nullptr;
    head = (PNR_GAMEBASE_EXCHANGE)(buff - &head->op);
    ExChangeOBJECT(head->MainIndex, head->IndexFrom, head->IndexTo);
    return true;
}
bool NetClient::OnSvrGameBaseDestroy(char*& buff, unsigned& len)
{
    PNR_GAMEBASE_DROP head = nullptr;
    head = (PNR_GAMEBASE_DROP)(buff - &head->op);
    DestoryOBJECT(head->MainIndex, head->Index);
    return true;
}
bool NetClient::OnSvrGameBaseSet(char*& buff, unsigned& len)
{
    PNR_GAMEBASE_SET head = nullptr;
    head = (PNR_GAMEBASE_SET)(buff - &head->op);
    POBJECTBASE object = ReSetGameOBJECT(head->MainIndex, 0);
    if (object) {
        char* buffStart = head->buff;
        int iProc = 0;
        while (iProc < head->count)
        {
            object->UpdateData(buffStart);
            iProc++;
        }

    }
    return true;
}
bool NetClient::OnSvrStructInit(char*& buff, unsigned& len)
{
    PNR_STRUCT_INIT head = nullptr;
    head = (PNR_STRUCT_INIT)(buff - &head->op);
    if (head->optype) {
        return true;
    }
    else {
        PAIM aim = GetAimById(head->lId);
        if (aim->CreateStruct(head->StructIndex, head->Start, head->Count)) {
            char* buffStart = head->buff;
            int iProc = 0;
            while (iProc < head->Count)
            {
                UpdateStruct(aim, head->StructIndex, iProc, buffStart);
                iProc++;
            }
        }else return true;
    }

}
bool NetClient::UpdateStruct(PAIM aim, short structIndex, short index, char*& buff)
{
    void* base = aim->GetStruct(structIndex, index);
    if (!base) return false;
    short icount = StructTable[structIndex].count;
    
    short iProc = 0;
    while (iProc < icount) {
        short type = StructTable[structIndex].buff[iProc];

        switch (type)
        {
            case 1:
                UpdateStructByte(base, aim, structIndex, iProc, buff);
                break;
            case 2:
                UpdateStructShort(base, aim, structIndex, iProc, buff);
                break;
            case 3:
                UpdateStructInt(base, aim, structIndex, iProc, buff);
                break;
            case 5:
                UpdateStructfloat(base, aim, structIndex, iProc, buff);
                break;
            case 6:
                UpdateStructDouble(base, aim, structIndex, iProc, buff);
                break;
            case 7:
                UpdateStructAscii(base, aim, structIndex, iProc, buff);
                break;
            case 8:
                UpdateStructUnicode(base, aim, structIndex, iProc, buff);
                break;
            case 4:
            case 9:
                UpdateStructInt64(base, aim, structIndex, iProc, buff);
                break;
            default:
                return false;
        }

        iProc++;
    }
    return true;
}
bool NetClient::UpdateStructByte(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    char* writer = (char*)((char*)base + StructTable[structIndex].offset[index]);
    writer[0] = buff[0];
    buff = buff + sizeof(char);
    return true;
}
bool NetClient::UpdateStructShort(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    short* writer = (short*)((char*)base + StructTable[structIndex].offset[index]);
    short* wtstream = (short*)buff;
    writer[0] = wtstream[0];
    buff = buff + sizeof(short);
    return true;
}
bool NetClient::UpdateStructInt(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    int* writer = (int*)((char*)base + StructTable[structIndex].offset[index]);
    int* wtstream = (int*)buff;
    writer[0] = wtstream[0];
    buff = buff + sizeof(int);
    return true;
}
bool NetClient::UpdateStructInt64(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    long long* writer = (long long*)((char*)base + StructTable[structIndex].offset[index]);
    long long* wtstream = (long long*)buff;
    writer[0] = wtstream[0];
    buff = buff + sizeof(long long);
    return true;
}
bool NetClient::UpdateStructfloat(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    float* writer = (float*)((char*)base + StructTable[structIndex].offset[index]);
    float* wtstream = (float*)buff;
    writer[0] = wtstream[0];
    buff = buff + sizeof(float);
    return true;
}
bool NetClient::UpdateStructDouble(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    double* writer = (double*)((char*)base + StructTable[structIndex].offset[index]);
    double* wtstream = (double*)buff;
    writer[0] = wtstream[0];
    buff = buff + sizeof(double);
    return true;
}
bool NetClient::UpdateStructAscii(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    GASCII* writer = (GASCII*)((char*)base + StructTable[structIndex].offset[index]);
    int* Plen = (int*)buff;// 如果是字符串,第一个字节是一个int类型,用来表示字符串的长度
    buff = buff + 4;
    writer[0] = buff;
    buff = buff + Plen[0];
    return true;
}
bool NetClient::UpdateStructUnicode(void* base, PAIM aim, short structIndex, short index, char*& buff)
{
    GUNICODE* writer = (GUNICODE*)((char*)base + StructTable[structIndex].offset[index]);
    int* Plen = (int*)buff;// 如果是字符串,第一个字节是一个int类型,用来表示字符串的长度
    buff = buff + 4;
    writer[0] = (wchar_t*)buff;// 如果是宽字节需要强制转换,不然会乱码
    buff = buff + Plen[0];
    //CString txt;
    //txt.Format(L"%s %d", writer[0], StructTable[structIndex].offset[index]);
    //AfxMessageBox(txt);
    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 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
    /*
        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 OnScrStartCreateRole(_st[0], _txt);
}


AIM.cpp文件的修改:修改了 CreateMail函数、GetStruct函数

#include "pch.h"
#include "AIM.h"
#include "extern_all.h"

// 复制游戏数据包到自己的内存中
// Create是预留的一个接口暂时没用到
void AIM::SetHeadDatas(void* buffStart, bool Create)
{
	Isfree = false;
	unsigned lStart = (unsigned)&lId;
	unsigned lEnd = (unsigned)&endclass;
	memcpy(&lId, buffStart, lEnd - lStart);
}

bool AIM::SetHeadCord(void* buffStart)
{
	Isfree = false;
	unsigned lStart = (unsigned)&lId;
	unsigned lEnd = (unsigned)&tx;
	memcpy(&lId, buffStart, lEnd - lStart);
	return true;
}

// 怪物只有ConfigId没有名字,所以重写SetConfigID让它根据ConfigId获取中文名
void AIM::SetConfigID(char*& buffStart)
{
	GAMEOBJECT::SetConfigID(buffStart);
	Name = txtManger->ReadTextById(ConfigID);
}

void AIM::SetRoleHide(char*& buffStart)
{
	// 下方的判断是用来判断当前属性的更新是否是我们玩家自己
	// this->lId == Client->Player.lId;
	int* ntRead = (int*)buffStart;
	int value = ntRead[0];
	if(_wndSet->setValue[(unsigned)SETNAME::AntiHide])
		ntRead[0] = 0;
	GAMEOBJECT::SetRoleHide(buffStart);
	RoleHide = value;
}

void AIM::SetMoveSpeed(char*& buffStart)
{
	// SetMoveSpeed是设置移动速度
	float* read = (float*)buffStart;
	if(read[0] < _wndSet->SetSpeed)_wndSet->OldSpeed = read[0];
	if (_wndSet->setValue[(unsigned)SETNAME::AddSpeed]) {
		read[0] = _wndSet->SetSpeed;
	}
	GAMEOBJECT::SetMoveSpeed(buffStart);
}

bool AIM::CreateStruct(short structIndex, short start, short count)
{
	switch (structIndex)
	{
	case 0x48:
		CreateMail(start, count);
		return true;

	default:
		return false;
	}
	
}

bool AIM::CreateMail(short start, short count)
{
	if (start > mailBox.size()) {
		for (int i = mailBox.size(); i < start; i++)
		{
			mailBox.push_back(new RecvLetterRec());
		}
	}

	short istart = start;

	for (int i = 0; i < count; i++)
	{
		istart = istart + i;
		if (mailBox.size() > istart) {
			// 重置操作
		}
		else {
			mailBox.push_back(new RecvLetterRec());
		}
	}
	return true;
}

void* AIM::GetStruct(short structIndex, short index)
{
	void* result = nullptr;
	switch (structIndex)
	{
	case 0x48:
		if (index < mailBox.size()) {
			return mailBox[index];
		}
		return result;

	default:
		return result;
	}
}

AIM.h文件的修改:修改了 mailBox变量类型

#pragma once
#include "GameOBJECT.h"
#include "GameSTRUCTRENAME.h"
#include <vector>
typedef class AIM:public GAMEOBJECT {
public:
	long long lId;
	float x;
	float h;
	float y;
	float face;

	float tx;
	float th;
	float ty;
	float tface;

	int IState;
	int endclass;

	// Create是预留的一个接口暂时没用到
	void virtual SetHeadDatas(void* buffStart, bool Create = true);
	bool virtual SetHeadCord(void* buffStart);
	// 怪物只有ConfigId没有名字,所以重写SetConfigID让它根据ConfigId获取中文名
	void virtual SetConfigID(char*& buffStart); // 设置ConfigId
	void virtual SetRoleHide(char*& buffStart); // 设置角色显示隐藏
	void virtual SetMoveSpeed(char*& buffStart);// 设置移动速度
	
	std::vector<PRecvLetterRec> mailBox; // 用于接收邮件,RecvLetterRec是邮件的结构体
	bool virtual CreateStruct(short structIndex, short start, short count); // 创建结构体
	bool virtual CreateMail(short start, short count); // 创建邮件结构体
	void* GetStruct(short structIndex, short index); // 获取一个结构体
}*PAIM;

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