コード例 #1
0
ファイル: CharacterHandler.cs プロジェクト: jumpcakes/ACE
        public static void CharacterEnterWorld(ClientMessage message, Session session)
        {
            ObjectGuid guid = message.Payload.ReadGuid();

            string account = message.Payload.ReadString16L();

            if (account != session.Account)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            var cachedCharacter = session.AccountCharacters.SingleOrDefault(c => c.Guid.Full == guid.Full);

            if (cachedCharacter == null)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            session.CharacterRequested = cachedCharacter;

            session.InitSessionForWorldLogin();

            session.State = SessionState.WorldConnected;

            LandblockManager.PlayerEnterWorld(session, cachedCharacter.Guid);
        }
コード例 #2
0
        public static void CharacterEnterWorld(ClientMessage message, Session session)
        {
            ObjectGuid guid    = message.Payload.ReadGuid();
            string     account = message.Payload.ReadString16L();

            if (account != session.Account)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            var cachedCharacter = session.AccountCharacters.SingleOrDefault(c => c.Guid.Full == guid.Full);

            if (cachedCharacter == null)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            session.CharacterRequested = cachedCharacter;

            session.InitSessionForWorldLogin();

            session.State = SessionState.WorldConnected;

            // check the value of the welcome message. Only display it if it is not empty
            if (!String.IsNullOrEmpty(ConfigManager.Config.Server.Welcome))
            {
                session.Network.EnqueueSend(new GameEventPopupString(session, ConfigManager.Config.Server.Welcome));
            }

            LandblockManager.PlayerEnterWorld(session);
        }
コード例 #3
0
ファイル: CharacterHandler.cs プロジェクト: Cloudxtreme/ACE-1
        public static void CharacterEnterWorld(ClientMessage message, Session session)
        {
            ObjectGuid guid = message.Payload.ReadGuid();

            string clientString = message.Payload.ReadString16L();

            if (clientString != session.Account)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            var cachedCharacter = session.AccountCharacters.SingleOrDefault(c => c.BiotaId == guid.Full);

            if (cachedCharacter == null)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            session.CharacterRequested = cachedCharacter;

            session.InitSessionForWorldLogin();

            session.Character = cachedCharacter;

            session.State = SessionState.WorldConnected;

            LandblockManager.PlayerEnterWorld(session, new ObjectGuid(cachedCharacter.BiotaId));

            // Save the the LoginTimestamp
            cachedCharacter.LastLoginTimestamp = Time.GetTimestamp();
            DatabaseManager.Shard.SaveCharacter(cachedCharacter, null);
        }
コード例 #4
0
        public static void CharacterEnterWorld(ClientPacketFragment fragment, Session session)
        {
            ObjectGuid guid    = fragment.Payload.ReadGuid();
            string     account = fragment.Payload.ReadString16L();

            if (account != session.Account)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            var cachedCharacter = session.AccountCharacters.SingleOrDefault(c => c.Guid.Full == guid.Full);

            if (cachedCharacter == null)
            {
                session.SendCharacterError(CharacterError.EnterGameCharacterNotOwned);
                return;
            }

            session.CharacterRequested = cachedCharacter;

            session.InitSessionForWorldLogin();

            session.State = SessionState.WorldConnected;

            session.Network.EnqueueSend(new GameEventPopupString(session, ConfigManager.Config.Server.Welcome));

            LandblockManager.PlayerEnterWorld(session);
        }