Esempio n. 1
0
 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;
 }
Esempio n. 2
0
 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;
 }
Esempio n. 3
0
 public static void Disconnect()
 {
     if (_ClientNetwork.IsConnected)
         _ClientNetwork.Disconnect();
     Status = UltimaClientStatus.Unconnected;
 }
Esempio n. 4
0
 private static void receive_ServerList(IRecvPacket packet)
 {
     ClientVars.Servers.List = ((ServerListPacket)packet).Servers;
     Status = UltimaClientStatus.LoginServer_HasServerList;
 }
Esempio n. 5
0
        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;
        }
Esempio n. 6
0
 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;
     }
 }
Esempio n. 7
0
 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;
 }
Esempio n. 8
0
 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;
 }
Esempio n. 9
0
 public static void SelectServer(int index)
 {
     if (Status == UltimaClientStatus.LoginServer_HasServerList)
     {
         Status = UltimaClientStatus.GameServer_Connecting;
         Send(new SelectServerPacket(index));
     }
 }
Esempio n. 10
0
 public static void Login()
 {
     Status = UltimaClientStatus.LoginServer_LoggingIn;
     Send(new Packets.Client.LoginPacket(_account, _password));
 }
Esempio n. 11
0
 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;
 }
Esempio n. 12
0
 public override void Disconnect()
 {
     if (IsConnected)
         base.Disconnect();
     Status = UltimaClientStatus.Unconnected;
 }
Esempio n. 13
0
 public void SendServerRelay(string account, string password)
 {
     Status = UltimaClientStatus.LoginServer_Relaying;
     Send(new GameLoginPacket(m_ServerRelayKey, account, password));
 }
Esempio n. 14
0
 public void SendAccountLogin(string account, string password)
 {
     Status = UltimaClientStatus.LoginServer_LoggingIn;
     Send(new LoginPacket(account, password));
 }