private void MovementProvider_PlayerMoved(object sender, MovementChangedEventArgs ev) { NetworkPlayer player = this.players[(uint) ev.Character.NetworkID]; if(player == null) // They must be disconnected return; ServerMovementMessage movmsg = new ServerMovementMessage () { NetworkID = ev.Character.NetworkID, X = ev.Character.Location.IntX, Y = ev.Character.Location.IntY, Direction = (int)ev.Character.Direction, Animation = ev.Character.Animation }; lock(this.players.PlayerLock) { foreach(NetworkPlayer netplayer in this.players.PlayerRanges[player.NetworkID]) { netplayer.Connection.Send (movmsg); } } }
private void MovementProvider_FailedVerify(object sender, MovementChangedEventArgs ev) { //var player = this.players.GetPlayer (ev.Character.NetworkID); //this.Disconnect (player.Connection); }