private static void Register(byte Index, NetIncomingMessage Data) { // Lê os Data string User = Data.ReadString().Trim(); string Password = Data.ReadString(); // Check if everything is okay if (User.Length < Game.Min_Character || User.Length > Game.Max_Character || Password.Length < Game.Min_Character || Password.Length > Game.Max_Character) { Sending.Alert(Index, "The User name and password must contain " + Game.Min_Character + " and " + Game.Max_Character + " characters."); return; } else if (File.Exists(Directories.Accounts.FullName + User + Directories.Format)) { Sending.Alert(Index, "Already registered with this name."); return; } // Cria a conta Lists.Player[Index].User = User; Lists.Player[Index].Password = Password; // Salva a conta Write.Player(Index); // Abre a janela de seleção de personagens Sending.Classes(Index); Sending.CreateCharacter(Index); }
private static void Character_Create(byte Index, NetIncomingMessage Data) { // Verifica se o Player já criou o máximo de personagens possíveis if (Player.EncontrarCharacter(Index, string.Empty) == 0) { Sending.Alert(Index, "You can only have " + Lists.Server_Data.Max_Characters + " characters.", false); return; } // Abre a janela de seleção de personagens Sending.Classes(Index); Sending.CreateCharacter(Index); }
private static void Connect(byte Index, NetIncomingMessage Data) { // Lê os Data string User = Data.ReadString().Trim(); string Password = Data.ReadString(); // Check if everything is okay if (User.Length < Game.Min_Character || User.Length > Game.Max_Character || Password.Length < Game.Min_Character || Password.Length > Game.Max_Character) { Sending.Alert(Index, "The user name and password must contain " + Game.Min_Character + " and" + Game.Max_Character + " characters."); return; } if (!File.Exists(Directories.Accounts.FullName + User + Directories.Format)) { Sending.Alert(Index, "This username is not registered."); return; } if (Player.MultipleAccounts(User)) { Sending.Alert(Index, "There's already someone connected to that account."); return; } else if (Password != Read.Player_Password(User)) { Sending.Alert(Index, "The password is incorrect."); return; } // Carrega os Data do Player Read.Player(Index, User); // Envia os Data das classes Sending.Classes(Index); // Se o Player não tiver nenhum Character então abrir o painel de criação de Character if (!Player.PossuiCharacters(Index)) { Sending.CreateCharacter(Index); return; } // Abre a janela de seleção de personagens Sending.Characters(Index); Sending.Conectar(Index); }
public static void SetLocation(Situations Situação) { // Verifica se é possível se Connect ao servidor if (!Network.TryConnect()) { MessageBox.Show("The server is currently unavailable."); return; } // Envia os Data switch (Situação) { case Situations.Connect: Sending.Connect(); break; case Situations.Register: Sending.Register(); break; case Situations.CreateCharacter: Sending.CreateCharacter(); break; } }