public static void NewUser(int _fromClient, Packet _packet) { int _clientIdCheck = _packet.ReadInt(); string _username = _packet.ReadString(); string _email = _packet.ReadString(); string _password = _packet.ReadString(); try { using (var context = ContextLayer.GetContext()) { Console.WriteLine("New User: "******" - " + _email); if (!ContextLayer.DoesUserEmailExist(_email, context)) { //ServerSend.SendNewUserEmail(); // ContextLayer.AddNewUser(_username, _email, _password, context); ServerSend.Alert(_clientIdCheck, "User created check your email to verify your account before logging in."); } else { ServerSend.Alert(_clientIdCheck, "An Error occured or user already exists."); } } } catch (Exception e) { } }
public static void WelcomeReceived(int _fromClient, Packet _packet) { int _clientIdCheck = _packet.ReadInt(); bool _newUser = _packet.ReadBool(); string _username = _packet.ReadString(); string _passwordAttempt = _packet.ReadString(); try { if (!_newUser) { using (var context = ContextLayer.GetContext()) { if (!ContextLayer.UserCredentialsCorrect(_username, _passwordAttempt, context)) { Console.WriteLine("Invalid User"); ServerSend.Alert(_clientIdCheck, "Username / password are invalid or User does not exist."); } else { var user = ContextLayer.GetUser(_username, context); Console.WriteLine($"Client: {Server.clients[_fromClient].tcp.socket.Client.RemoteEndPoint} connected successfully and {_username} is now player {_fromClient}."); if (_fromClient != _clientIdCheck) { Console.WriteLine($"Player \"{_username}\" (ID: {_fromClient}) has assumed the wrong client ID ({_clientIdCheck})!"); } // TODO: send player into game var characters = PlayerCharacter.ToCharacterList(ContextLayer.GetUserCharacters(user.Id, context)); ServerSend.LoginSuccess(_clientIdCheck, new UserSigninData { UserName = user.Name, Characters = characters }); //Server.clients[_fromClient].SendIntoGame(_username); } } } } catch (Exception e) { } }