private static void PreSavePlayer(PacketContent pc) { //byte[] temp = data.getContent(); //AccountsManager.SavePacket("davemax", ref temp); AccountsManager file = new AccountsManager(_form); string playerLoginName = pc.ReadString(); Player playerToSave = new Player(0); DebuffPlayer(pc, ref playerToSave); file.SavePlayer(playerLoginName, ref playerToSave); Bank bankToSave = new Bank(0); DebuffBank(pc, ref bankToSave); file.SavePlayerBank(playerLoginName, ref bankToSave); if (!updatingPlayers) appendLog(playerLoginName + "'s account & bank saved."); else updatedPlayerList += playerLoginName + ", "; }
private static void RegisterServer(PacketContent pc, ServerDetails serverDetails) { appendLog(".::Received server connection::. "); serverDetails.serverIndex = pc.ReadLong(); serverDetails.name = pc.ReadString(); serverDetails.ip = pc.ReadString(); serverDetails.port = pc.ReadLong(); serverDetails.location = pc.ReadString(); serverDetails.donorOnly = pc.ReadFlag(); serverDetails.registered = true; appendLog(".::Name: " + serverDetails.name); appendLog(".::IP: " + serverDetails.ip); appendLog(".::Port: " + serverDetails.port); }
private static void CheckAdmission(PacketContent data) { string loginName = data.ReadString(); GamePlayerAdmission status = (GamePlayerAdmission)data.ReadLong(); switch (status) { case GamePlayerAdmission.Accepted: AllowPlayerToJoinTheServer(loginName); break; case GamePlayerAdmission.Rejected_Multilogin: appendLog("Server has rejected " + loginName + " due to multilogin attempt!"); PlayerClient.PlayerRejected(loginName, "Multiple logins are not authorized."); break; case GamePlayerAdmission.Rejected_TooManyPlayers: appendLog("Server has rejected " + loginName + " due to max players limit!"); PlayerClient.PlayerRejected(loginName, "Theres too many players in game. Please try again later."); break; default: break; } }