/// <summary> /// Occurs when the client has been sucessfully authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> public static void OnInitLoginNotify(NetworkClient Client, ProcessedPacket Packet) { //Account was authenticated, so add the client to the player's account. PlayerAccount.Client = Client; if (!Directory.Exists("CharacterCache")) { Directory.CreateDirectory("CharacterCache"); //The charactercache didn't exist, so send the current time, which is //newer than the server's stamp. This will cause the server to send the entire cache. UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss")); } else { if (!File.Exists("CharacterCache\\Sims.cache")) { //The charactercache didn't exist, so send the current time, which is //newer than the server's stamp. This will cause the server to send the entire cache. UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss")); } else { string LastDateCached = Cache.GetDateCached(); if (LastDateCached == "") { UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss")); } else { UIPacketSenders.SendCharacterInfoRequest(LastDateCached); } } } }
/// <summary> /// Occurs when the client has been sucessfully authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> public static void OnInitLoginNotify(NetworkClient Client, PacketStream Packet) { byte Opcode = (byte)Packet.ReadByte(); //Account was authenticated, so add the client to the player's account. PlayerAccount.Client = Client; if (!Directory.Exists("CharacterCache")) { Directory.CreateDirectory("CharacterCache"); //The charactercache didn't exist, so send the current time, which is //newer than the server's stamp. This will cause the server to send the entire cache. UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss")); } else { if (!File.Exists("CharacterCache\\Sims.tempcache")) { //The charactercache didn't exist, so send the current time, which is //newer than the server's stamp. This will cause the server to send the entire cache. UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss")); } } }