private void CompletePlayerSetup(PlayerConnectionState connectionState) { this.game.Worlds.First().Realms.First().Zones.First().Rooms.First().MoveOccupantToRoom(connectionState.Player, null); lock (this.ConnectedPlayers) { this.ConnectedPlayers.Add(connectionState.Player); } // Create a new connection state. lock (this.playerConnections) { this.playerConnections.Add(connectionState.Player, connectionState); } // Start receiving data from the client. connectionState.SendMessage(this.CreateWelcomeMessage()); connectionState.StartListeningForData(); this.OnPlayerConnected(connectionState.Player); }
private void CompletePlayerSetup(PlayerConnectionState connectionState) { this.game.Worlds.First().Realms.First().Zones.First().Rooms.First().MoveOccupantToRoom(connectionState.Player, null); lock (this.ConnectedPlayers) { this.ConnectedPlayers.Add(connectionState.Player); } // Create a new connection state. lock (this.playerConnections) { this.playerConnections.Add(connectionState.Player, connectionState); } // Start receiving data from the client. connectionState.SendMessage(this.CreateWelcomeMessage()); connectionState.StartListeningForData(); this.OnPlayerConnected(connectionState.Player); }