void c_ClientLogin(object sender, ClientLoginEventArgs e) { if (ClientLogin != null) ClientLogin(sender, e); Client c = (Client)sender; GameLogin g = e.GameLoginDetails; int accountId = -1; if (accountManager.LoginVerification(g.AccountName, ref accountId)) { byte[] bufferLoginState = PacketManager.SendLoginState(LoginState.Success, accountId); c.Send(bufferLoginState); byte[] bufferWorldList = PacketManager.SendWorldList(worldInfos); c.Send(bufferWorldList); } else { byte[] bufferLoginState = PacketManager.SendLoginState(LoginState.Failure, 0); c.Send(bufferLoginState); } //do c.Send() with w/e you need here }
void c_ClientLogin(object sender, ClientLoginEventArgs e) { if (ClientLogin != null) { ClientLogin(sender, e); } Client c = (Client)sender; GameLogin g = e.GameLoginDetails; int accountId = -1; if (accountManager.LoginVerification(g.AccountName, ref accountId)) { byte[] bufferLoginState = PacketManager.SendLoginState(LoginState.Success, accountId); c.Send(bufferLoginState); byte[] bufferWorldList = PacketManager.SendWorldList(worldInfos); c.Send(bufferWorldList); } else { byte[] bufferLoginState = PacketManager.SendLoginState(LoginState.Failure, 0); c.Send(bufferLoginState); } //do c.Send() with w/e you need here }