private void Client_OnConnected(LoginArgsContainer LoginArgs) { TSOClient.Network.Events.ProgressEvent Progress = new TSOClient.Network.Events.ProgressEvent(TSOClient.Events.EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 2; if (m_CharacterCreated) { UIPacketSenders.SendCharacterCreateCity(LoginArgs, PlayerAccount.CurrentlyActiveSim); OnTransitionProgress(Progress); } else { UIPacketSenders.SendCityToken(NetworkFacade.Client); OnTransitionProgress(Progress); } }
/// <summary> /// Another stage in the CityServer transition progress was done. /// </summary> /// <param name="e"></param> private void OnTransitionProgress(ProgressEvent e) { var stage = e.Done; m_LoginProgress.ProgressCaption = GameFacade.Strings.GetString("251", (stage + 4).ToString()); m_LoginProgress.Progress = 25 * stage; }
/// <summary> /// Received a status update from the CityServer. /// Occurs after sending the token. /// </summary> /// <param name="e">Status of transfer.</param> private void Controller_OnCityTransfer(CityTransferStatus e) { switch (e) { case CityTransferStatus.Success: if (m_Dead) return; //don't create multiple please TSOClient.Network.Events.ProgressEvent Progress = new ProgressEvent(EventCodes.PROGRESS_UPDATE); Progress.Done = 2; Progress.Total = 2; //Commenting out the below line makes the city show up when creating a new Sim... o_O //OnTransitionProgress(Progress); GameFacade.Controller.ShowCity(); m_Dead = true; break; case CityTransferStatus.GeneralError: Controller_OnNetworkError(new SocketException()); break; } }
/// <summary> /// Received a status update from the CityServer. /// Occurs after sending CharacterCreation packet. /// </summary> /// <param name="e">Status of character creation.</param> private void Controller_OnCharacterCreationStatus(CharacterCreationStatus CCStatus) { switch (CCStatus) { case CharacterCreationStatus.Success: if (m_Dead) return; TSOClient.Network.Events.ProgressEvent Progress = new ProgressEvent(EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 1; //Lord have mercy on the soul who figures out why commenting out the below line //causes the city to show... //OnTransitionProgress(Progress); GameFacade.Controller.ShowCity(); m_Dead = true; break; case CharacterCreationStatus.GeneralError: Controller_OnNetworkError(new SocketException()); break; } }
private void Client_OnConnected(LoginArgsContainer LoginArgs) { TSOClient.Network.Events.ProgressEvent Progress = new TSOClient.Network.Events.ProgressEvent(TSOClient.Events.EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 2; if (m_CharacterCreated) { UIPacketSenders.SendCharacterCreateCity(LoginArgs, PlayerAccount.CurrentlyActiveSim); OnTransitionProgress(Progress); } else { UIPacketSenders.SendCityToken(NetworkFacade.Client); OnTransitionProgress(Progress); } }
private void Controller_OnLoginSuccessCity() { TSOClient.Network.Events.ProgressEvent Progress = new TSOClient.Network.Events.ProgressEvent(TSOClient.Events.EventCodes.PROGRESS_UPDATE); Progress.Done = 2; Progress.Total = 3; if (m_CharacterCreated) { UIPacketSenders.SendCharacterCreateCity(NetworkFacade.Client, PlayerAccount.CurrentlyActiveSim); OnTransitionProgress(Progress); } else { UIPacketSenders.SendCityToken(NetworkFacade.Client); OnTransitionProgress(Progress); } }
private void Controller_OnLoginNotifyCity() { TSOClient.Network.Events.ProgressEvent Progress = new TSOClient.Network.Events.ProgressEvent(TSOClient.Events.EventCodes.PROGRESS_UPDATE); Progress.Done = 2; Progress.Total = 3; OnTransitionProgress(Progress); }
/// <summary> /// Authentication failed, so retry. /// </summary> private void Controller_OnLoginFailureCity() { if (EventSink.EventQueue[0].ECode == EventCodes.AUTHENTICATION_FAILURE) { TSOClient.Network.Events.ProgressEvent Progress = new TSOClient.Network.Events.ProgressEvent(TSOClient.Events.EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 3; LoginArgsContainer LoginArgs = new LoginArgsContainer(); LoginArgs.Username = NetworkFacade.Client.ClientEncryptor.Username; LoginArgs.Password = Convert.ToBase64String(PlayerAccount.Hash); LoginArgs.Enc = NetworkFacade.Client.ClientEncryptor; NetworkFacade.Controller.Reconnect(ref NetworkFacade.Client, m_SelectedCity, LoginArgs); OnTransitionProgress(Progress); //Doing this instead of EventQueue.Clear() ensures we won't accidentally remove any //events that may have been added to the end. EventSink.EventQueue.Remove(EventSink.EventQueue[0]); } }
private void Client_OnConnected(LoginArgsContainer LoginArgs) { TSOClient.Network.Events.ProgressEvent Progress = new TSOClient.Network.Events.ProgressEvent(TSOClient.Events.EventCodes.PROGRESS_UPDATE); Progress.Done = 1; Progress.Total = 3; UIPacketSenders.SendLoginRequestCity(LoginArgs); OnTransitionProgress(Progress); }