public override bool Connect(string host, int port) { Status = UltimaClientStatus.LoginServer_Connecting; bool success = base.Connect(host, port); if (success) { Status = UltimaClientStatus.LoginServer_WaitingForLogin; Send(new SeedPacket(1, 6, 0, 6, 2)); } else { Status = UltimaClientStatus.Error_CannotConnectToServer; } return success; }
public static bool Connect() { Status = UltimaClientStatus.LoginServer_Connecting; bool success = _ClientNetwork.Connect(_host, _port); if (success) { Status = UltimaClientStatus.LoginServer_WaitingForLogin; _ClientNetwork.Send(new SeedPacket(1, 6, 0, 6, 2)); } else { Status = UltimaClientStatus.Error_CannotConnectToServer; } return success; }
public static void Disconnect() { if (_ClientNetwork.IsConnected) _ClientNetwork.Disconnect(); Status = UltimaClientStatus.Unconnected; }
private static void receive_ServerList(IRecvPacket packet) { ClientVars.Servers.List = ((ServerListPacket)packet).Servers; Status = UltimaClientStatus.LoginServer_HasServerList; }
private static void receive_PlayerLocaleAndBody(IRecvPacket packet) { LoginConfirmPacket p = (LoginConfirmPacket)packet; // When loading the player object, we must load the serial before the object. EntitiesCollection.MySerial = p.Serial; PlayerMobile iPlayer = EntitiesCollection.GetObject<PlayerMobile>(p.Serial, true); iPlayer.Move_Instant(p.X, p.Y, p.Z, p.Direction); // iPlayer.SetFacing(p.Direction); // We want to make sure we have the client object before we load the world... if (Status == UltimaClientStatus.WorldServer_LoginComplete) Status = UltimaClientStatus.WorldServer_InWorld; }
private static void receive_LoginRejection(IRecvPacket packet) { Disconnect(); LoginRejectionPacket p = (LoginRejectionPacket)packet; switch (p.Reason) { case LoginRejectionReasons.InvalidAccountPassword: Status = UltimaClientStatus.Error_InvalidUsernamePassword; break; case LoginRejectionReasons.AccountInUse: Status = UltimaClientStatus.Error_InUse; break; case LoginRejectionReasons.AccountBlocked: Status = UltimaClientStatus.Error_Blocked; break; case LoginRejectionReasons.BadPassword: Status = UltimaClientStatus.Error_BadPassword; break; case LoginRejectionReasons.IdleExceeded: Status = UltimaClientStatus.Error_Idle; break; case LoginRejectionReasons.BadCommuncation: Status = UltimaClientStatus.Error_BadCommunication; break; } }
private static void receive_LoginComplete(IRecvPacket packet) { // This packet is just one byte, the opcode. // We want to make sure we have the client object before we load the world. // If we don't, just set the status to login complete, which will then // load the world when we finally receive our client object. if (EntitiesCollection.MySerial != 0) Status = UltimaClientStatus.WorldServer_InWorld; else Status = UltimaClientStatus.WorldServer_LoginComplete; }
private static void receive_CharacterList(IRecvPacket packet) { CharacterCityListPacket p = (CharacterCityListPacket)packet; ClientVars.Characters.SetCharacterList(p.Characters); ClientVars.Characters.SetStartingLocations(p.Locations); Status = UltimaClientStatus.GameServer_CharList; }
public static void SelectServer(int index) { if (Status == UltimaClientStatus.LoginServer_HasServerList) { Status = UltimaClientStatus.GameServer_Connecting; Send(new SelectServerPacket(index)); } }
public static void Login() { Status = UltimaClientStatus.LoginServer_LoggingIn; Send(new Packets.Client.LoginPacket(_account, _password)); }
private void receive_ServerRelay(IRecvPacket packet) { ServerRelayPacket p = (ServerRelayPacket)packet; m_ServerRelayKey = p.AccountId; // Normally, upon receiving this packet you would disconnect and // log in to the specified server. Since we are using RunUO, we don't // actually need to do this. IsDecompressionEnabled = true; Status = UltimaClientStatus.LoginServer_WaitingForRelay; }
public override void Disconnect() { if (IsConnected) base.Disconnect(); Status = UltimaClientStatus.Unconnected; }
public void SendServerRelay(string account, string password) { Status = UltimaClientStatus.LoginServer_Relaying; Send(new GameLoginPacket(m_ServerRelayKey, account, password)); }
public void SendAccountLogin(string account, string password) { Status = UltimaClientStatus.LoginServer_LoggingIn; Send(new LoginPacket(account, password)); }