/// <summary> /// Received status of character creation from LoginServer. /// </summary> private void Controller_OnCharacterCreationStatus(CharacterCreationStatus CCStatus) { UIAlertOptions Options = new UIAlertOptions(); switch (CCStatus) { case CharacterCreationStatus.Success: GameFacade.Controller.ShowCityTransition(SelectedCity, true); break; case CharacterCreationStatus.NameAlreadyExisted: Options.Message = "Character's name already existed!"; Options.Title = "Name Already Existed"; UI.Framework.UIScreen.ShowAlert(Options, true); break; case CharacterCreationStatus.NameTooLong: Options.Message = "Character's name was too long!"; Options.Title = "Name Too Long"; UI.Framework.UIScreen.ShowAlert(Options, true); break; case CharacterCreationStatus.ExceededCharacterLimit: Options.Message = "You've already created three characters!"; Options.Title = "Too Many Avatars"; UI.Framework.UIScreen.ShowAlert(Options, true); break; } }
/// <summary> /// Received a status update from the CityServer. /// Occurs after sending CharacterCreation packet. /// </summary> /// <param name="e">Status of character creation.</param> private void Controller_OnCharacterCreationStatus(CharacterCreationStatus CCStatus) { switch (CCStatus) { case CharacterCreationStatus.Success: if (m_Dead) { return; } ProgressEvent Progress = new ProgressEvent(EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 3; //Lord have mercy on the soul who figures out why commenting out the below line //causes the city to show... //OnTransitionProgress(Progress); GameFacade.Controller.ShowCity(); m_Dead = true; break; case CharacterCreationStatus.GeneralError: Controller_OnNetworkError(new SocketException()); break; } }
public void _OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { if (OnCharacterCreationStatus != null) { CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationStatus(Client, Packet); OnCharacterCreationStatus(CCStatus); } else { //TODO: Error handling... } }
/// <summary> /// Progressing to city server (received from login server). /// </summary> public void _OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { Log.LogThis("Received OnCharacterCreationProgress!", eloglevel.info); if (OnCharacterCreationProgress != null) { CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationProgress(Client, Packet); OnCharacterCreationProgress(CCStatus); } else { //TODO: Error handling... } }
/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = new Guid(); CharacterGUID = new Guid(Packet.ReadPascalString()); PlayerAccount.CityToken = Packet.ReadPascalString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); } return(CCStatus); }
/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = Guid.NewGuid(); CharacterGUID = new Guid(Packet.ReadString()); PlayerAccount.CityToken = Packet.ReadString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); //This previously happened when clicking the accept button in CAS, causing //all chars to be cached even if the new char wasn't successfully created. lock (NetworkFacade.Avatars) Cache.CacheSims(NetworkFacade.Avatars); } return(CCStatus); }
/// <summary> /// Received CharacterCreation packet from CityServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info); CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); ushort NumHouses = Packet.ReadUInt16(); LotTileEntry[] TileEntries = new LotTileEntry[NumHouses]; if (NumHouses > 0) { for (int i = 0; i < NumHouses; i++) { TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); } } lock (GameFacade.CDataRetriever.LotTileData) GameFacade.CDataRetriever.LotTileData = TileEntries; return(CCStatus); }
public void _OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket packet) { CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationStatus(Client, packet); OnCharacterCreationStatus(CCStatus); }
/// <summary> /// Received CharacterCreation packet from CityServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); return(CCStatus); }
/// <summary> /// Received a status update from the CityServer. /// Occurs after sending CharacterCreation packet. /// </summary> /// <param name="e">Status of character creation.</param> private void Controller_OnCharacterCreationStatus(CharacterCreationStatus CCStatus) { switch (CCStatus) { case CharacterCreationStatus.Success: if (m_Dead) return; ProgressEvent Progress = new ProgressEvent(EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 3; //Lord have mercy on the soul who figures out why commenting out the below line //causes the city to show... //OnTransitionProgress(Progress); GameFacade.Controller.ShowCity(); m_Dead = true; break; case CharacterCreationStatus.GeneralError: Controller_OnNetworkError(new SocketException()); break; } }
/// <summary> /// Received a status update from the CityServer. /// Occurs after sending CharacterCreation packet. /// </summary> /// <param name="e">Status of character creation.</param> private void Controller_OnCharacterCreationStatus(CharacterCreationStatus e) { switch (e) { case CharacterCreationStatus.Success: OnTransitionProgress(new TSOClient.Network.Events.ProgressEvent(EventCodes.PROGRESS_UPDATE)); GameFacade.Controller.ShowCity(); break; case CharacterCreationStatus.GeneralError: Controller_OnNetworkError(new SocketException()); break; } }
public void _OnCharacterCreationStatus(CharacterCreationStatus CCStatus) { OnCharacterCreationStatus(CCStatus); }
/// <summary> /// Received status of character creation from LoginServer. /// </summary> private void Controller_OnCharacterCreationStatus(CharacterCreationStatus e) { UIAlertOptions Options = new UIAlertOptions(); switch (e) { case CharacterCreationStatus.Success: GameFacade.Controller.ShowCityTransition(SelectedCity, true); break; case CharacterCreationStatus.NameAlreadyExisted: Options.Message = "Character's name already existed!"; Options.Title = "Name Already Existed"; Options.Buttons = UIAlertButtons.OK; UI.Framework.UIScreen.ShowAlert(Options, true); break; case CharacterCreationStatus.ExceededCharacterLimit: Options.Message = "Character's name exceeded 24 characters!"; Options.Title = "Name Too Long"; Options.Buttons = UIAlertButtons.OK; UI.Framework.UIScreen.ShowAlert(Options, true); break; } }
public CreateCharacterResponseParameters(CharacterCreationStatus characterCreationStatus = CharacterCreationStatus.Failed) { Status = characterCreationStatus; }
public void Deserialize(BinaryReader reader) { Status = (CharacterCreationStatus)reader.ReadByte(); }