public void Handle(CharSelected message) { _account = message.Account; _socket = Context.Sender; Context.Child("listhandler").Tell(_socket); Context.Child("listhandler").Tell(new SetListData(_flplayerID, 0, _account.Rank, FLUtility.CreateID(_account.System), _account.CharName)); //Sender is socket // Reset the player list. I'm not certain that this is necessary. { byte[] omsg = { 0x52, 0x02 }; FLMsgType.AddUInt32(ref omsg, 0); FLMsgType.AddUInt32(ref omsg, 0); FLMsgType.AddUInt8(ref omsg, 0); FLMsgType.AddUInt8(ref omsg, 0); Sender.Tell(omsg); } //TODO: should we hide em sometime? Admins etc. Context.ActorSelection("../*/listhandler").Tell(new PlayerJoined(_account.CharName, message.FLPlayerID), Context.Child("listhandler")); //TODO: initiate ShipData and pass to ./ship }
public void Handle(EnterBaseData message) { _baseID = message.BaseID; _charAccount = message.Account; _shipData = message.ShipData; }
public CharSelected(CharDB.Account acc, uint flpid) { Account = acc; FLPlayerID = flpid; }
public EnterBase(uint bid, CharDB.Account acc) { BaseID = bid; Account = acc; }