Exemplo n.º 1
0
 /// <summary>
 /// This constructor is used for passing in a single friend for and add, remove, or update status.  It also allows you to override the online status so the WorldManager isn't checked.
 /// </summary>
 /// <param name="session"></param>
 /// <param name="updateType"></param>
 /// <param name="friend"></param>
 /// <param name="overrideOnlineStatus">Set to true if you want to force a value for the online status of the friend.  Useful if you know the status and don't want to have the WorldManager check</param>
 /// <param name="onlineStatusVal">If overrideOnlineStatus is true, then this is the online status value that you want to force in the packet</param>
 public GameEventFriendsListUpdate(Session session, FriendsUpdateTypeFlag updateType, Friend friend, bool overrideOnlineStatus = false, bool onlineStatusVal = false)
     : base(GameEventType.FriendsListUpdate, GameMessageGroup.Group09, session)
 {
     this.updateType           = updateType;
     this.friend               = friend;
     this.overrideOnlineStatus = overrideOnlineStatus;
     this.onlineStatusVal      = onlineStatusVal;
     WriteEventBody();
 }
Exemplo n.º 2
0
 /// <summary>
 /// This constructor should only be used for sending the full friend list
 /// </summary>
 /// <param name="session"></param>
 public GameEventFriendsListUpdate(Session session)
     : base(GameEventType.FriendsListUpdate, GameMessageGroup.Group09, session)
 {
     updateType = FriendsUpdateTypeFlag.FullList;
     WriteEventBody();
 }