public void Read (TProtocol iprot)
 {
   TField field;
   iprot.ReadStructBegin();
   while (true)
   {
     field = iprot.ReadFieldBegin();
     if (field.Type == TType.Stop) { 
       break;
     }
     switch (field.ID)
     {
       case 1:
         if (field.Type == TType.String) {
           AuthString = iprot.ReadString();
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 2:
         if (field.Type == TType.String) {
           PlayerName = iprot.ReadString();
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 3:
         if (field.Type == TType.Struct) {
           Item = new ItemStack();
           Item.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       default: 
         TProtocolUtil.Skip(iprot, field.Type);
         break;
     }
     iprot.ReadFieldEnd();
   }
   iprot.ReadStructEnd();
 }
 public void Read (TProtocol iprot)
 {
   TField field;
   iprot.ReadStructBegin();
   while (true)
   {
     field = iprot.ReadFieldBegin();
     if (field.Type == TType.Stop) { 
       break;
     }
     switch (field.ID)
     {
       case 1:
         if (field.Type == TType.Struct) {
           Helmet = new ItemStack();
           Helmet.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 2:
         if (field.Type == TType.Struct) {
           Chestplate = new ItemStack();
           Chestplate.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 3:
         if (field.Type == TType.Struct) {
           Leggings = new ItemStack();
           Leggings.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 4:
         if (field.Type == TType.Struct) {
           Boots = new ItemStack();
           Boots.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       default: 
         TProtocolUtil.Skip(iprot, field.Type);
         break;
     }
     iprot.ReadFieldEnd();
   }
   iprot.ReadStructEnd();
 }
 public IAsyncResult send_updateInventoryItem(AsyncCallback callback, object state, string authString, string playerName, ItemStack item, int itemIndex)
 public void send_updateInventoryItem(string authString, string playerName, ItemStack item, int itemIndex)
 #endif
 {
   oprot_.WriteMessageBegin(new TMessage("updateInventoryItem", TMessageType.Call, seqid_));
   updateInventoryItem_args args = new updateInventoryItem_args();
   args.AuthString = authString;
   args.PlayerName = playerName;
   args.Item = item;
   args.ItemIndex = itemIndex;
   args.Write(oprot_);
   oprot_.WriteMessageEnd();
   #if SILVERLIGHT
   return oprot_.Transport.BeginFlush(callback, state);
   #else
   oprot_.Transport.Flush();
   #endif
 }
 public IAsyncResult Begin_updateInventoryItem(AsyncCallback callback, object state, string authString, string playerName, ItemStack item, int itemIndex)
 {
   return send_updateInventoryItem(callback, state, authString, playerName, item, itemIndex);
 }
      /// <summary>
      /// Replaces an item in the player's inventory with the supplied one
      /// 
      /// @since 1.5
      /// 
      /// @param authString
      ///            The authentication hash
      /// 
      /// @param playerName
      ///            The name of the player
      /// 
      /// @param item
      ///            The item that will replace the item specified by itemIndex, in the form of an ItemStack
      /// 
      /// @param itemIndex
      ///            The 0-based index of which item to replace in the inventory
      /// 
      /// @return boolean true on success, false on failure
      /// 
      /// @throws Errors.EAuthException
      ///             If the method call was not correctly authenticated
      /// 
      /// @throws Errors.EDataException
      ///             If the player was not found
      /// 
      /// @throws org.apache.thrift.TException
      ///             If something went wrong with Thrift
      /// </summary>
      /// <param name="authString"></param>
      /// <param name="playerName"></param>
      /// <param name="item"></param>
      /// <param name="itemIndex"></param>
      public bool updateInventoryItem(string authString, string playerName, ItemStack item, int itemIndex)
      {
        #if !SILVERLIGHT
        send_updateInventoryItem(authString, playerName, item, itemIndex);
        return recv_updateInventoryItem();

        #else
        var asyncResult = Begin_updateInventoryItem(null, null, authString, playerName, item, itemIndex);
        return End_updateInventoryItem(asyncResult);

        #endif
      }
 public void send_addItemToInventory(string authString, string playerName, ItemStack item)
 #endif
 {
   oprot_.WriteMessageBegin(new TMessage("addItemToInventory", TMessageType.Call, seqid_));
   addItemToInventory_args args = new addItemToInventory_args();
   args.AuthString = authString;
   args.PlayerName = playerName;
   args.Item = item;
   args.Write(oprot_);
   oprot_.WriteMessageEnd();
   #if SILVERLIGHT
   return oprot_.Transport.BeginFlush(callback, state);
   #else
   oprot_.Transport.Flush();
   #endif
 }
 public IAsyncResult send_addItemToInventory(AsyncCallback callback, object state, string authString, string playerName, ItemStack item)
      /// <summary>
      /// Add an item to a player's inventory
      /// 
      /// @since 1.5
      /// 
      /// @param authString
      ///            The authentication hash
      /// 
      /// @param playerName
      ///            The name of the player
      /// 
      /// @param item
      ///            The item to add, in the form of an ItemStack
      /// 
      /// @return boolean true on success, false on failure
      /// 
      /// @throws Errors.EAuthException
      ///             If the method call was not correctly authenticated
      /// 
      /// @throws Errors.EDataException
      ///             If the player was not found
      /// 
      /// @throws org.apache.thrift.TException
      ///             If something went wrong with Thrift
      /// </summary>
      /// <param name="authString"></param>
      /// <param name="playerName"></param>
      /// <param name="item"></param>
      public bool addItemToInventory(string authString, string playerName, ItemStack item)
      {
        #if !SILVERLIGHT
        send_addItemToInventory(authString, playerName, item);
        return recv_addItemToInventory();

        #else
        var asyncResult = Begin_addItemToInventory(null, null, authString, playerName, item);
        return End_addItemToInventory(asyncResult);

        #endif
      }
 public IAsyncResult Begin_addItemToInventory(AsyncCallback callback, object state, string authString, string playerName, ItemStack item)
 {
   return send_addItemToInventory(callback, state, authString, playerName, item);
 }
 public void Read (TProtocol iprot)
 {
   TField field;
   iprot.ReadStructBegin();
   while (true)
   {
     field = iprot.ReadFieldBegin();
     if (field.Type == TType.Stop) { 
       break;
     }
     switch (field.ID)
     {
       case 1:
         if (field.Type == TType.List) {
           {
             Inventory = new List<ItemStack>();
             TList _list9 = iprot.ReadListBegin();
             for( int _i10 = 0; _i10 < _list9.Count; ++_i10)
             {
               ItemStack _elem11 = new ItemStack();
               _elem11 = new ItemStack();
               _elem11.Read(iprot);
               Inventory.Add(_elem11);
             }
             iprot.ReadListEnd();
           }
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 2:
         if (field.Type == TType.Struct) {
           ItemInHand = new ItemStack();
           ItemInHand.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       case 3:
         if (field.Type == TType.Struct) {
           Armor = new PlayerArmor();
           Armor.Read(iprot);
         } else { 
           TProtocolUtil.Skip(iprot, field.Type);
         }
         break;
       default: 
         TProtocolUtil.Skip(iprot, field.Type);
         break;
     }
     iprot.ReadFieldEnd();
   }
   iprot.ReadStructEnd();
 }