/// <summary>
        /// Copia a estrutura para a Player e remove da lista de HexID.
        /// </summary>
        /// <param name="index"></param>
        /// <param name="hexIndex"></param>
        public static void AcceptHexID(NetConnection connection, HexaID hexID)
        {
            PlayerData pData = FindByConnection(connection);

            pData.HexID       = hexID.HexID;
            pData.AccountID   = hexID.AccountID;
            pData.Account     = hexID.Account;
            pData.LanguageID  = hexID.LanguageID;
            pData.AccessLevel = hexID.AccessLevel;
            pData.CharacterID = hexID.CharacterID;
            pData.CharSlot    = hexID.CharSlot;
            pData.Service     = hexID.Service;

            HexID.Remove(hexID);
        }
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        /// <summary>
        /// Copia a estrutura para a Player e remove da lista de HexID.
        /// </summary>
        /// <param name="index"></param>
        /// <param name="hexIndex"></param>
        public static void AcceptHexID(NetConnection connection, HexaID hexID)
        {
            var pData = FindByConnection(connection);

            pData.HexID       = hexID.HexID;
            pData.AccountID   = hexID.AccountID;
            pData.Account     = hexID.Account;
            pData.LanguageID  = hexID.LanguageID;
            pData.AccessLevel = hexID.AccessLevel;
            pData.Cash        = hexID.Cash;
            pData.Pin         = hexID.Pin;
            pData.Service     = hexID.Service;

            HexID.Remove(hexID);
        }
        /// <summary>
        /// Percorre todos os hexid e verifica o estado atual.
        /// </summary>
        public static void VerifyHexID()
        {
            foreach (HexaID hexID in HexID)
            {
                if (Equals(null, hexID))
                {
                    continue;
                }

                if (Environment.TickCount >= hexID.Time + 30000)
                {
                    FileLog.WriteLog($"Removed HexID: {hexID.HexID} {hexID.Account}", System.Drawing.Color.Coral);
                    HexID.Remove(hexID);
                }
            }
        }
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        /// <summary>
        /// Percorre todos os hexid e verifica o estado atual.
        /// </summary>
        public static void VerifyHexID()
        {
            //se algum dado estiver mais que 30 segundos no sistema, é removido da lista.
            //então, o jogador deve fazer um login
            foreach (var hexID in HexID)
            {
                if (Equals(null, hexID))
                {
                    continue;
                }

                if (Environment.TickCount > hexID.Time + 30000)
                {
                    FileLog.WriteLog($"Removed HexID: {hexID.HexID} {hexID.Account}", Color.Coral);
                    HexID.Remove(hexID);
                }
            }
        }
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    void Start()
    {
        //Debug.Log ("Hex slot created!");

        gameManager = GameObject.FindGameObjectWithTag("GameController");

        selected = false;
        placed   = false;
        //hexID = "Slot";

        //start of game hex slot
        //there should only be 1 blank hex at start of realm creation, unless using some variant like SuperRealm (much further down the line)
        if (gameObject.name == "Hex 0")
        {
            hexID = new HexID(0, 0);
        }

        ID = hexID.GetPosA().ToString() + ", " + hexID.GetPosB().ToString();
    }
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        /// <summary>
        /// Adiciona os dados recebido do login server.
        /// </summary>
        /// <param name="data"></param>
        public static void AddHexID(NetIncomingMessage data)
        {
            var hexID = new HexaID();

            hexID.HexID       = data.ReadString();
            hexID.Account     = data.ReadString();
            hexID.AccountID   = data.ReadInt32();
            hexID.LanguageID  = data.ReadByte();
            hexID.AccessLevel = data.ReadInt16();
            hexID.Cash        = data.ReadInt32();
            hexID.Pin         = data.ReadString();
            hexID.Time        = Environment.TickCount;
            var service = data.ReadInt32();

            for (var n = 0; n < service; n++)
            {
                hexID.Service.Add(data.ReadString());
            }

            HexID.Add(hexID);

            FileLog.WriteLog($"Data From Login Server ID: {hexID.AccountID} Account: {hexID.Account} {hexID.HexID}", Color.Black);
        }
        /// <summary>
        /// Adiciona os dados recebido do login server.
        /// </summary>
        /// <param name="data"></param>
        public static void AddHexID(NetIncomingMessage data)
        {
            HexaID hexID = new HexaID();

            hexID.HexID       = data.ReadString();
            hexID.Account     = data.ReadString();
            hexID.AccountID   = data.ReadInt32();
            hexID.LanguageID  = data.ReadByte();
            hexID.AccessLevel = data.ReadInt16();
            hexID.CharacterID = data.ReadInt32();
            hexID.CharSlot    = data.ReadInt32();
            var service = data.ReadInt32();

            for (var n = 0; n < service; n++)
            {
                hexID.Service.Add(data.ReadString());
            }

            hexID.Time = Environment.TickCount;

            HexID.Add(hexID);

            FileLog.WriteLog($"Data From World Server ID: {hexID.AccountID} Account: {hexID.Account} Char ID: {hexID.CharacterID} Slot: {hexID.CharSlot} {hexID.HexID}", System.Drawing.Color.Black);
        }
Esempio n. 8
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 /// <summary>
 /// Limpa todos os dados.
 /// </summary>
 public static void Clear()
 {
     HexID.Clear();
     Player.Clear();
 }