Exemplo n.º 1
0
 private void Connected()
 {
     State = Helper.WorldState.Online;
     Logger.LogInfo("Connected to worldserver '" + GameServer.ID + "'");
     retryTimer.Enabled = false;
     retryTimer.Close();
     Manager.WorldCommunicator.RefreshServers();
 }
Exemplo n.º 2
0
 private void Connected()
 {
     State = Helper.WorldState.Online;
     Logger.LogInfo("Connected to worldserver '" + GameServer.ID + "'");
     retryTimer.Enabled = false;
     retryTimer.Close();
     Manager.WorldCommunicator.RefreshServers();
 }
Exemplo n.º 3
0
 private void FailedToConnect(Exception ex)
 {
     State = Helper.WorldState.Offline;
     Logger.LogError("Failed to connect on worldserver '" + GameServer.ID + "'");
     retryTimer.Enabled = true;
     retryTimer.Start();
     ConnectedAccount.Clear();
 }
Exemplo n.º 4
0
 private void LostConnection()
 {
     State = Helper.WorldState.Offline;
     Logger.LogError("Lost connection with the worldserver '" + GameServer.ID + "'");
     retryTimer.Enabled = true;
     retryTimer.Start();
     Manager.WorldCommunicator.RefreshServers();
     ConnectedAccount.Clear();
 }
Exemplo n.º 5
0
        private void Dispatch(Protocol.ForwardPacket packet)
        {
            switch (packet.ID)
            {
            case Protocol.ForwardPacketTypeEnum.HelloKeyMessage:
                Manager.WorldCommunicator.SendSecureKey(this);
                break;

            case Protocol.ForwardPacketTypeEnum.PlayerCreatedCharacterMessage:
                Manager.WorldCommunicator.ReceivedCharacterCreated(this, packet);
                break;

            case Protocol.ForwardPacketTypeEnum.PlayerDeletedCharacterMessage:
                Manager.WorldCommunicator.ReceivedCharacterDeleted(this, packet);
                break;

            case Protocol.ForwardPacketTypeEnum.WorldSave:
                State = Helper.WorldState.InSave;
                Manager.WorldCommunicator.RefreshServers();
                break;

            case Protocol.ForwardPacketTypeEnum.WorldSaveFinished:
                State = Helper.WorldState.Online;
                Manager.WorldCommunicator.RefreshServers();
                break;

            case Protocol.ForwardPacketTypeEnum.WorldMaintenance:
                State = Helper.WorldState.InMaintenance;
                Manager.WorldCommunicator.RefreshServers();
                break;

            case Protocol.ForwardPacketTypeEnum.WorldMaintenanceFinished:
                State = Helper.WorldState.Online;
                Manager.WorldCommunicator.RefreshServers();
                break;

            case Protocol.ForwardPacketTypeEnum.PlayerConnectedMessage:
                Manager.WorldCommunicator.ReceivedPlayerConnected(this, packet);
                break;

            case Protocol.ForwardPacketTypeEnum.PlayerDisconnectedMessage:
                Manager.WorldCommunicator.ReceivedPlayerDisconnected(this, packet);
                break;

            case Protocol.ForwardPacketTypeEnum.ClientShopPointUpdateMessage:
                Manager.WorldCommunicator.ReceivedShopPointUpdate(this, packet);
                break;
            }
        }
Exemplo n.º 6
0
        private void Dispatch(Protocol.ForwardPacket packet)
        {
            switch (packet.ID)
            {
                case Protocol.ForwardPacketTypeEnum.HelloKeyMessage:
                    Manager.WorldCommunicator.SendSecureKey(this);
                    break;

                case Protocol.ForwardPacketTypeEnum.PlayerCreatedCharacterMessage:
                    Manager.WorldCommunicator.ReceivedCharacterCreated(this, packet);
                    break;

                case Protocol.ForwardPacketTypeEnum.PlayerDeletedCharacterMessage:
                    Manager.WorldCommunicator.ReceivedCharacterDeleted(this, packet);
                    break;

                case Protocol.ForwardPacketTypeEnum.WorldSave:
                    State = Helper.WorldState.InSave;
                    Manager.WorldCommunicator.RefreshServers();
                    break;

                case Protocol.ForwardPacketTypeEnum.WorldSaveFinished:
                    State = Helper.WorldState.Online;
                    Manager.WorldCommunicator.RefreshServers();
                    break;

                case Protocol.ForwardPacketTypeEnum.WorldMaintenance:
                    State = Helper.WorldState.InMaintenance;
                    Manager.WorldCommunicator.RefreshServers();
                    break;

                case Protocol.ForwardPacketTypeEnum.WorldMaintenanceFinished:
                    State = Helper.WorldState.Online;
                    Manager.WorldCommunicator.RefreshServers();
                    break;

                case Protocol.ForwardPacketTypeEnum.PlayerConnectedMessage:
                    Manager.WorldCommunicator.ReceivedPlayerConnected(this, packet);
                    break;

                case Protocol.ForwardPacketTypeEnum.PlayerDisconnectedMessage:
                    Manager.WorldCommunicator.ReceivedPlayerDisconnected(this, packet);
                    break;

                case Protocol.ForwardPacketTypeEnum.ClientShopPointUpdateMessage:
                    Manager.WorldCommunicator.ReceivedShopPointUpdate(this, packet);
                    break;
            }
        }
Exemplo n.º 7
0
 private void LostConnection()
 {
     State = Helper.WorldState.Offline;
     Logger.LogError("Lost connection with the worldserver '" + GameServer.ID + "'");
     retryTimer.Enabled = true;
     retryTimer.Start();
     Manager.WorldCommunicator.RefreshServers();
     ConnectedAccount.Clear();
 }
Exemplo n.º 8
0
 private void FailedToConnect(Exception ex)
 {
     State = Helper.WorldState.Offline;
     Logger.LogError("Failed to connect on worldserver '" + GameServer.ID + "'");
     retryTimer.Enabled = true;
     retryTimer.Start();
     ConnectedAccount.Clear();
 }