Example #1
0
        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info);

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();

            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for (int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                                                      (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            PlayerAccount.Money = Packet.ReadInt32();

            lock (GameFacade.CDataRetriever.LotTileData)
                GameFacade.CDataRetriever.LotTileData = TileEntries;

            return(Status);
        }
Example #2
0
        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            Debug.WriteLine("Received OnCityTokenResponse");

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            return(Status);
        }
        /// <summary>
        /// Response from city server.
        /// </summary>
        public void _OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            Log.LogThis("Received OnCityTokenResponse!", eloglevel.info);

            if (OnCityTransferProgress != null)
            {
                CityTransferStatus Status = UIPacketHandlers.OnCityTokenResponse(Client, Packet);
                OnCityTransferProgress(Status);
            }
            else
            {
                //TODO: Error handling...
            }
        }
Example #4
0
        /// <summary>
        /// Received a status update from the CityServer.
        /// Occurs after sending the token.
        /// </summary>
        /// <param name="e">Status of transfer.</param>
        private void Controller_OnCityTransfer(CityTransferStatus e)
        {
            switch (e)
            {
            case CityTransferStatus.Success:
                if (m_Dead)
                {
                    return;             //don't create multiple please
                }
                ProgressEvent Progress = new ProgressEvent(EventCodes.PROGRESS_UPDATE);
                Progress.Done  = 2;
                Progress.Total = 3;

                //Commenting out the below line makes the city show up when creating a new Sim... o_O
                //OnTransitionProgress(Progress);
                GameFacade.Controller.ShowCity();
                m_Dead = true;
                break;

            case CityTransferStatus.GeneralError:
                Controller_OnNetworkError(new SocketException());
                break;
            }
        }
        public void _OnCityTokenResponse(NetworkClient Client, ProcessedPacket packet)
        {
            CityTransferStatus Status = UIPacketHandlers.OnCityTokenResponse(Client, packet);

            OnCityTransferProgress(Status);
        }
Example #6
0
        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            return(Status);
        }
        /// <summary>
        /// Received a status update from the CityServer.
        /// Occurs after sending the token.
        /// </summary>
        /// <param name="e">Status of transfer.</param>
        private void Controller_OnCityTransfer(CityTransferStatus e)
        {
            switch (e)
            {
                case CityTransferStatus.Success:
                    if (m_Dead) return; //don't create multiple please
                    ProgressEvent Progress = new ProgressEvent(EventCodes.PROGRESS_UPDATE);
                    Progress.Done = 2;
                    Progress.Total = 3;

                    //Commenting out the below line makes the city show up when creating a new Sim... o_O
                    //OnTransitionProgress(Progress);
                    GameFacade.Controller.ShowCity();
                    m_Dead = true;
                    break;
                case CityTransferStatus.GeneralError:
                    Controller_OnNetworkError(new SocketException());
                    break;
            }
        }
 /// <summary>
 /// Received a status update from the CityServer.
 /// Occurs after sending the token.
 /// </summary>
 /// <param name="e">Status of transfer.</param>
 private void Controller_OnCityTransfer(CityTransferStatus e)
 {
     switch (e)
     {
         case CityTransferStatus.Success:
             OnTransitionProgress(new TSOClient.Network.Events.ProgressEvent(EventCodes.PROGRESS_UPDATE));
             GameFacade.Controller.ShowCity();
             break;
         case CityTransferStatus.GeneralError:
             Controller_OnNetworkError(new SocketException());
             break;
     }
 }
 public void _OnCityTokenResponse(CityTransferStatus Status)
 {
     OnCityTransfer(Status);
 }