public static void _OnLoginNotify(NetworkClient Client, ProcessedPacket Packet) { PacketHandlers.HandleLoginNotify(Client, Packet); }
public static void _OnLoginSuccess(NetworkClient Client, ProcessedPacket Packet) { PacketHandlers.OnLoginSuccessResponse(ref Client, Packet); }
public static void _OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet) { Sim Avatar = PacketHandlers.OnPlayerJoinedSession(Packet); OnPlayerJoinedSession(Avatar); }
public static void _OnReceivedMessage(NetworkClient Client, ProcessedPacket Packet) { string Message = PacketHandlers.OnReceivedMessage(Packet); OnReceivedMessage(Message); }
/// <summary> /// Received from the CityServer in response to a CITY_TOKEN packet. /// </summary> public static void _OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet) { ProtocolAbstractionLibraryD.CityTransferStatus Status = PacketHandlers.OnCityTokenResponse(Client, Packet); //TODO: Do something if status wasn't succesful. }
/// <summary> /// Received initial packet from CityServer. /// </summary> public static void _OnLoginNotifyCity(NetworkClient Client, ProcessedPacket Packet) { PacketHandlers.OnLoginNotifyCity(Packet, Client); }
/// <summary> /// Received from the LoginServer in response to a CITY_TOKEN_REQUEST packet. /// </summary> public static void _OnCityTokenRequest(NetworkClient Client, ProcessedPacket Packet) { PacketHandlers.OnCityTokenRequest(Client, Packet); Reconnect(); }
/// <summary> /// LoginServer sent information about connected cities. /// </summary> /// <param name="Packet">The packet that was received.</param> public static void _OnCityList(NetworkClient Client, ProcessedPacket Packet) { PacketHandlers.OnCityInfoResponse(Packet); }
/// <summary> /// LoginServer sent information about the player's characters. /// </summary> /// <param name="Packet">The packet that was received.</param> public static void _OnCharacterList(NetworkClient Client, ProcessedPacket Packet) { PacketHandlers.OnCharacterInfoResponse(Packet, Client); OnReceivedCharacters(); }