/// <summary> /// /// </summary> public override void Cleanup() { base.Cleanup(); //AH FINALLY, Man, get some NORMAL names (OnDisconnect maybe?). bool foundnextclient = false; foreach (Client c in this.Server.Clients) { if (this == c) { continue; } if (c.Character != null) { if (c.Character.Id == this.Character.Id) { foundnextclient = true; break; } } } if (!foundnextclient) { CharStatus charS = new CharStatus(); charS.SetOffline(this.Character.Id); } }
/// <summary> /// /// </summary> public override void Start() { Thread.CurrentThread.CurrentCulture = Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture; // If we just started, how can anyone be currently online? //CharStatus.SetAllOffline(); CharStatus charS = new CharStatus(); charS.SetAllOffline(); this.Walker.AutoReset = false; this.Walker.Elapsed += this.Walker_Elapsed; this.Walker.Start(); base.Start(); }
/// <summary> /// /// </summary> public override void Cleanup() { base.Cleanup(); //AH FINALLY, Man, get some NORMAL names (OnDisconnect maybe?). CharStatus charS = new CharStatus(); charS.SetOffline(this.Character.ID); //CharStatus.SetOffline(this.Character.ID); }