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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:71.分析并利用角色与怪物创建的数据包
码云版本号:d426a018b0d6423d4e6b10f4a4e35280e4758c19
代码下载地址,在 titan 目录下,文件名为:titan-完善利用角色与怪物创建的功能.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 71.分析并利用角色与怪物创建的数据包 它的代码为基础进行修改
上一个内容把30数据包把框架代码写了一部分,本次接着继续完善
效果图:
下图中有7个怪物,也正常把30数据包解析出了7个
在做任务的时候走到下图位置找到了类型9的数据
下图已经根据30数据包把9号数据解析出来了,根据它英文的翻译,LastObject最后一个对象,猜测它是一个long long 类型是某个人的id,下图可以证明猜测是正确的,写的代码并没有导致游戏闪退而是正常解析出来了
GameOBJECT.h、GameOBJECT.cpp修改了,重新使用 GameAnly.cpp 代码生成一次
NetClient.cpp文件的修改:修改了 CreateAim函数、OnSvrObjectInit函数、OnSvrObjectInitEx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));
}
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::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::OnSverStruct;
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;
}
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;
default:
break;
}
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::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::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_NOTICE_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) {
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(&Player.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);
head = (PNR_OBJINITEX)(buffStart - 8);
iref++;
}
iObjectCount++;
}
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);
}
GameAnly.cpp文件的修改:修改了 AnlyData函数、CreateObjectfiles函数
#include "pch.h"
#include "GameAnly.h"
#include <iostream>
#include <fstream>
#ifdef Anly
// 它会生成一个结构体,详情看效果图
void GameAnly::AnlyBuff(char* start, char* end, int MsgId, char index)
{
CStringA txt;
CStringA tmp;
CString utmp;
EnCode _coder;
GBYTE* _bytecoder;
GSHORT* _shortcoder;
GINT* _intcoder;
GFLOAT* _floatcoder;
GDOUBLE* _doublecoder;
GCHAR* _asccoder;
GUTF16* _utfcoder;
GINT64* _int64coder;
while (start < end) {
_coder.Init(start, index);
CStringA _opname = data_desc[_coder.index][_coder.op].name;
// _opname.MakeLower()是变为小写字母,会影响 _opname它的值
// 所以又写了一边 data_desc[_coder.index][_coder.op].name
tmp.Format("%s %s;//", data_desc[_coder.index][_coder.op].name, _opname.MakeLower().GetBuffer());
txt = txt + tmp;
if (_coder.index == 0) {
switch (_coder.op)
{
case 1:
_shortcoder = (GSHORT*)&_coder;
tmp.Format("%d\r\n", _shortcoder->value());
txt = txt + tmp;
break;
case 2:
_intcoder = (GINT*)&_coder;
tmp.Format("%d\r\n", _intcoder->value());
txt = txt + tmp;
break;
case 4:
_floatcoder = (GFLOAT*)&_coder;
tmp.Format("%f\r\n", _floatcoder->value());
txt = txt + tmp;
break;
case 6:
_bytecoder = (GBYTE*)&_coder;
tmp.Format("%d\r\n", _bytecoder->value());
txt = txt + tmp;
break;
case 7:
_utfcoder = (GUTF16*)&_coder;
utmp.Format(L"[%s]\r\n", _utfcoder->value());
tmp = utmp;
txt = txt + tmp;
break;
// 5号之前分析的忘记截图了,现在找不到它的数据包了,如果后面再见到05的时候再详细补充说明
// 之前的分析05就是double类型
case 5:
_doublecoder = (GDOUBLE*)&_coder;
tmp.Format("%lf\r\n", _doublecoder->value());
txt = txt + tmp;
break;
case 8:
case 3:
_int64coder = (GINT64*)&_coder;
tmp.Format("%lld\r\n", _int64coder->value());
txt = txt + tmp;
break;
default:
break;
}
}
if (_coder.index == 1) {
switch (_coder.op)
{
case 1:
_shortcoder = (GSHORT*)&_coder;
tmp.Format("%d\r\n", _shortcoder->value());
txt = txt + tmp;
break;
case 2:
_intcoder = (GINT*)&_coder;
tmp.Format("%d\r\n", _intcoder->value());
txt = txt + tmp;
break;
case 4:
_floatcoder = (GFLOAT*)&_coder;
tmp.Format("%f\r\n", _floatcoder->value());
txt = txt + tmp;
break;
case 6:
_asccoder = (GCHAR*)&_coder;
tmp.Format("%s\r\n", _asccoder->value());
txt = txt + tmp;
break;
case 7:
_utfcoder = (GUTF16*)&_coder;
utmp.Format(L"[%s]\r\n", _utfcoder->value());
tmp = utmp;
txt = txt + tmp;
break;
case 5:
_doublecoder = (GDOUBLE*)&_coder;
tmp.Format("%lf\r\n", _doublecoder->value());
txt = txt + tmp;
break;
case 8:
case 3:
_int64coder = (GINT64*)&_coder;
tmp.Format("%lld\r\n", _int64coder->value());
txt = txt + tmp;
break;
default:
break;
}
}
}
anly->SendData(TTYPE::I_DIS, MsgId, txt.GetBuffer(), txt.GetAllocLength() + 1);
}
void GameAnly::AnlyData(char* start, char* end, int count, int MsgId, POBJ_DESC desc)
{
int iProc = 0;
int value;
long long llvalue;
float fvalue;
double dbval;
CStringA szTmp, _tmp, szTxt;
CString wTmp;
while ((iProc < count) && (start <end)) {
short* index = (short*)start;
int type = desc[index[0]].type;
char* name = desc[index[0]].name;
switch (type)
{
case 0:
AfxMessageBox(L"0号信息!"); break;
case 1:
value = ToChar(start);
szTmp.Format("%s = %d", name, value);
break;
case 2:
value = ToShort(start);
szTmp.Format("%s = %d", name, value);
break;
case 3:
value = ToInt(start);
szTmp.Format("%s = %d", name, value);
break;
case 4:
llvalue = ToLLong(start);
szTmp.Format("%s = %lld", name, llvalue);
break;
case 5:
fvalue = ToFloat(start);
szTmp.Format("%s = %f", name, fvalue);
break;
case 6:
dbval = ToDouble(start);
szTmp.Format("%s = %lf", name, dbval);
break;
case 7:
_tmp = ToAscii(start);
szTmp.Format("%s = %s", name, _tmp.GetBuffer());
break;
case 8:
wTmp = ToUniode(start);
_tmp = wTmp;
szTmp.Format("%s = %s", name, _tmp.GetBuffer());
break;
case 9:
llvalue = ToLLong(start);
szTmp.Format("%s = %llX", name, llvalue);
break;
default:
break;
}
szTxt = szTxt + szTmp + "\r\n";
iProc++;
}
anly->SendData(TTYPE::I_DIS, MsgId, szTxt.GetBuffer(), szTxt.GetAllocLength() + 1);
//CStringA tmpA;
//CStringA szTxt, szTmp;
//szTmp.Format("id:%lld\r\n", head->lId);
//szTxt = szTxt + szTmp;
//szTmp.Format("x:%f h:%f y:%f\r\n", head->x, head->h, head->y);
//szTxt = szTxt + szTmp;
//char* buffStart = (char*)head + sizeof(NR_OBNJECT_INIT) - 2;
//int icount = head->icount;
//int iProc = 0;
//while (iProc < icount) {
// short* type = (short*)buffStart;
// char* _name = ObjectTable[type[0]].name;
// int _type = ObjectTable[type[0]].type;
// char* _byte;
// short* _short;
// int* _int;
// float* _float;
// long long* _llong;
// double* _double;
// int lenth;
// CString _txt;
// /*
// 1B 00 type[0] buffStart + 2;
// 0C 00 00 00 CA 4E 5A 66 53 62 01 80 4E 86 00 00
// 1D 00 type[0]
// 00 00 48 42 buffStart + 2;
// 01 00 type[0]
// 02 buffStart + 2;
// 02 00 type[0]
// 01 buffStart + 2;
// 03 00 2E 00 00 00 67 75 69 5C 42 47 5F 74 65 61 6D 5C 54 65 61 6D 52 6F 6C 65 5C 54 65 61 6D 72 6F 6C 65 5F 7A 71 5F 68 75 6D 46 5F 30 30 31 2E 50 4E 47 00
// 04 00 01 00 00 00
// 05 00 01 00 00 00
// 06 00 01 00 00 00
// 07 00 01 00 00 00
// 08 00 00 B1 9E 00
// */
// buffStart = buffStart + 2;
// switch (_type)
// {
// case 0:
// AfxMessageBox(L"0号信息!"); break;
// case 1:
// _byte = buffStart;
// szTmp.Format("%s = %d", _name, _byte[0]);
// buffStart = buffStart + 1;
// break;
// case 2:
// _short = (short*)buffStart;
// szTmp.Format("%s = %d", _name, _short[0]);
// buffStart = buffStart + 2;
// break;
// case 3:
// _int = (int*)buffStart;
// szTmp.Format("%s = %d", _name, _int[0]);
// buffStart = buffStart + 4;
// break;
// case 4:
// _llong = (long long*)buffStart;
// szTmp.Format("%s = %lld", _name, _llong[0]);
// buffStart = buffStart + 8;
// break;
// case 5:
// _float = (float*)buffStart;
// szTmp.Format("%s = %f", _name, _float[0]);
// buffStart = buffStart + 4;
// break;
// case 6:
// _double = (double*)buffStart;
// szTmp.Format("%s = %lf", _name, _double[0]);
// buffStart = buffStart + 8;
// break;
// case 7:
// _int = (int*)buffStart;
// lenth = _int[0];
// // szTmp = buffStart + 4;
// szTmp.Format("%s = %s", _name, buffStart + 4);
// buffStart = buffStart + 4 + lenth;
// break;
// case 8:
// _int = (int*)buffStart;
// lenth = _int[0];
// _txt = (wchar_t*)(buffStart + 4);
// tmpA = _txt;
// szTmp.Format("%s = %s", _name, tmpA);
// buffStart = buffStart + 4 + lenth;
// break;
// case 9:MessageBoxA(0, buffStart, buffStart, MB_OK); return true;
// default:
// break;
// }
// szTxt = szTxt + szTmp + "\r\n";
// iProc++;
//}
//anly->SendData(TTYPE::I_DIS, S_OBJECT_INIT, szTxt.GetBuffer(), szTxt.GetAllocLength() + 1);
}
void GameAnly::CreateObjectfiles(POBJ_DESC desc, int icount)
{
/*char* _GameOBJECThpp = "F:\\代码存放地\\c\\titan\\tilib\\GameOBJECT.h";
char* _GameOBJECTcpp = "F:\\代码存放地\\c\\titan\\tilib\\GameOBJECT.cpp";
char* _GameOBJECTdef = "F:\\代码存放地\\c\\titan\\tilib\\GameOBJECTDef.h";*/
char* _GameOBJECThpp = "D:\\代码存放地\\c\\titan\\tilib\\GameOBJECT.h";
char* _GameOBJECTcpp = "D:\\代码存放地\\c\\titan\\tilib\\GameOBJECT.cpp";
char* _GameOBJECTdef = "D:\\代码存放地\\c\\titan\\tilib\\GameOBJECTDef.h";
std::ofstream ofs(_GameOBJECThpp); // 根据09数据包生成类的头文件
std::ofstream ofCpp(_GameOBJECTcpp); // 根据09数据包生成类的cpp文件
std::ofstream ofDef(_GameOBJECTdef);// 生成宏
if (ofs.bad() || ofCpp.bad() || ofDef.bad()) {
ofs.close();
ofCpp.close();
ofDef.close();
return;
}
else
{
// 定义CPP文件头部
ofCpp << "#include \"pch.h\"" << std::endl;
ofCpp << "#include \"GameOBJECT.h\"" << std::endl;
ofCpp << "#include \"GameOBJECTDef.h\"" << std::endl;
ofCpp << "void GAMEOBJECT::UpdateData(char*& buffStart)" << std::endl;
ofCpp << "{ " << std::endl;
ofCpp << " short* id = (short*)buffStart;" << std::endl;
ofCpp << " Isfree = false;" << std::endl;
ofCpp << " /* " << std::endl;
ofCpp << " 1B 00 buffStart " << std::endl;
ofCpp << " 0C 00 00 00 buffStart + 2 " << std::endl;
ofCpp << " CA 4E 5A 66 53 62 01 80 4E 86 00 00 1D 00 " << std::endl;
ofCpp << " */ " << std::endl;
ofCpp << " buffStart = buffStart + 2;" << std::endl;
ofCpp << " switch (id[0])" << std::endl;
ofCpp << " {" << std::endl;
// 定义文件头部区域
ofDef << "#pragma once" << std::endl;
// 头部生成区域
ofs << "#pragma once" << std::endl;
ofs << "#define GASCII CStringA" << std::endl;
ofs << "#define GUNICODE CString" << std::endl;
ofs << "#define GOBJECT long long // LastObject" << std::endl;
ofs << "typedef class GAMEOBJECT{" << std::endl;
ofs << "public:" << std::endl;
ofs << " bool Isfree = false;" << std::endl;
// 变量声明
// i = 1的原因是游戏的数据类型表里(接收的09数据包)第一个是NONE
for (int i = 1; i < icount; i++)
{
char* valueName = desc[i].name;
int valueType = desc[i].type;
char* valueTypeName = data_desc[2][valueType].name;
int valueSize = data_desc[2][valueType].lenth;
ofs << " " << valueTypeName << " " << valueName << ";" << std::endl;
ofDef << "#define INDEX_" << valueName << " " << i << std::endl;
ofCpp << " case INDEX_" << valueName << ":" << std::endl;
ofCpp << " return Set" << valueName << "(buffStart);" << std::endl;
}
ofCpp << " }" << std::endl;
ofCpp << "}" << std::endl;
// 函数声明
ofs << " void virtual UpdateData(char*& buffStart);" << std::endl;
ofs << "protected:" << std::endl;
for (int i = 1; i < icount; i++)
{
char* valueName = desc[i].name;
int valueType = desc[i].type;
char* valueTypeName = data_desc[2][valueType].name;
int valueSize = data_desc[2][valueType].lenth;
ofs << " void virtual Set" << valueName << "(char*& buffStart);" << std::endl;
ofCpp << "void GAMEOBJECT::Set" << valueName << "(char*& buffStart)" << std::endl;
ofCpp << "{" << std::endl;
if(valueType == 7){
ofCpp << " int* lenth = (int*)buffStart;" << std::endl;
ofCpp << " buffStart += 4;" << std::endl;
ofCpp << " " << valueName << " = (char*)buffStart; " << std::endl;
ofCpp << " buffStart += lenth[0];" << std::endl;
}
else if(valueType == 8) {
ofCpp << " int* lenth = (int*)buffStart;" << std::endl;
ofCpp << " buffStart += 4;" << std::endl;
ofCpp << " " << valueName << " = (wchar_t*)buffStart; " << std::endl;
ofCpp << " buffStart += lenth[0];" << std::endl;
}
else {
ofCpp << " " << valueTypeName << "* value = (" << valueTypeName << "*)buffStart;" << std::endl;
ofCpp << " buffStart += sizeof(" << valueTypeName << ");" << std::endl;
ofCpp << " " << valueName << " = value[0];" << std::endl;
}
ofCpp << "}" << std::endl;
}
ofs << "}*PGAMEOBJ;" << std::endl;
}
ofs.close();
ofCpp.close();
ofDef.close();
}
char GameAnly::ToChar(char*& start)
{
char result = start[0];
start = start + 3;
return result;
}
short GameAnly::ToShort(char*& start)
{
short* result = (short*)(start + 2);
start = start + 2 + 2;
return result[0];
}
int GameAnly::ToInt(char*& start)
{
int* result = (int*)(start + 2);
start = start + 2 + 4;
return result[0];
}
float GameAnly::ToFloat(char*& start)
{
float* result = (float*)(start + 2);
start = start + 2 + 4;
return result[0];
}
double GameAnly::ToDouble(char*& start)
{
double* result = (double*)(start + 2);
start = start + 2 + 8;
return result[0];
}
long long GameAnly::ToLLong(char*& start)
{
long long* result = (long long*)(start + 2);
start = start + 2 + 8;
return result[0];
}
char* GameAnly::ToAscii(char*& start)
{
int* lenth = (int*)(start + 2);
char* result = start + 2 + 4; // +4这个操作是跳过 lenth的值
start = start + 2 + 4 + lenth[0];
return result;
}
wchar_t* GameAnly::ToUniode(char*& start)
{
int* lenth = (int*)(start + 2);
wchar_t* result = (wchar_t*)(start + 2 + 4); // +4这个操作是跳过 lenth的值
start = start + 2 + 4 + lenth[0];
return result;
}
#endif // Anly
extern_all.cpp文件的修改:修改了 init_datadesc函数
/*
此文件是用来存放全局变量、全局函数(通用函数)
*/
#include "pch.h"
#include "extern_all.h"
GameWinSock* WinSock = nullptr;
GameProc* PGameProc = nullptr;
NetClient* Client = nullptr;
#ifdef Anly
CAnly* anly = nullptr;
GameAnly* GameAnlyer = nullptr;
#endif
DATA_DESC data_desc[3][10]{};
void init_datadesc() {
data_desc[0][0] = { "none", 0 };
data_desc[0][1] = { "GSHORT", 2 };
data_desc[0][2] = { "GINT", 4 };
data_desc[0][3] = { "GINT64", 8 };
data_desc[0][4] = { "GFLOAT", 4 };
data_desc[0][5] = { "GDOUBLE", 8 };
data_desc[0][6] = { "GBYTE", 1 };
data_desc[0][7] = { "GUTF16", 4 };
data_desc[0][8] = { "GINT64", 8 };
data_desc[1][0] = { "none", 0 };
data_desc[1][1] = { "GSHORT", 2 };
data_desc[1][2] = { "GINT", 4 };
data_desc[1][3] = { "GINT64", 8 };
data_desc[1][4] = { "GFLOAT", 4 };
data_desc[1][5] = { "GDOUBLE", 8 };
data_desc[1][6] = { "GCHAR", 4 };
data_desc[1][7] = { "GUTF16", 4 };
data_desc[1][8] = { "GINT64", 8 };
data_desc[2][0] = { "none", 0 };
data_desc[2][1] = { "char", 1 };
data_desc[2][2] = { "short", 2 };
data_desc[2][3] = { "int", 4 };
data_desc[2][4] = { "long long", 8 };
data_desc[2][5] = { "float", 4 };
data_desc[2][6] = { "double", 8 };
data_desc[2][7] = { "GASCII", 4 };
data_desc[2][8] = { "GUNICODE", 4 };
data_desc[2][9] = { "GOBJECT", 8 }; // LastObject
}
void InitClassProc(LPVOID proc_addr, unsigned value)
{
unsigned* writer = (unsigned*)proc_addr;
writer[0] = value;
}
新加AIM.cpp文件:
#include "pch.h"
#include "AIM.h"
// 复制游戏数据包到自己的内存中
void AIM::SetHeadDatas(void* buffStart)
{
unsigned lStart = (unsigned)&lId;
unsigned lEnd = (unsigned)&endclass;
memcpy(&lId, buffStart, lEnd - lStart);
}
AIM.h文件的修改:新加 SetHeadDatas函数
#pragma once
#include "GameOBJECT.h"
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 endclass;
void virtual SetHeadDatas(void* buffStart);
}*PAIM;