예제 #1
0
 public static void _OnLoginNotify(NetworkClient Client, ProcessedPacket Packet)
 {
     PacketHandlers.HandleLoginNotify(Client, Packet);
 }
예제 #2
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 public static void _OnLoginSuccess(NetworkClient Client, ProcessedPacket Packet)
 {
     PacketHandlers.OnLoginSuccessResponse(ref Client, Packet);
 }
예제 #3
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        public static void _OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
        {
            Sim Avatar = PacketHandlers.OnPlayerJoinedSession(Packet);

            OnPlayerJoinedSession(Avatar);
        }
예제 #4
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        public static void _OnReceivedMessage(NetworkClient Client, ProcessedPacket Packet)
        {
            string Message = PacketHandlers.OnReceivedMessage(Packet);

            OnReceivedMessage(Message);
        }
예제 #5
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        /// <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.
        }
예제 #6
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 /// <summary>
 /// Received initial packet from CityServer.
 /// </summary>
 public static void _OnLoginNotifyCity(NetworkClient Client, ProcessedPacket Packet)
 {
     PacketHandlers.OnLoginNotifyCity(Packet, Client);
 }
예제 #7
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 /// <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();
 }
예제 #8
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 /// <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);
 }
예제 #9
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 /// <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();
 }