private static void SendConnectResponse(Session session, List <Character> characters) { characters = characters.OrderByDescending(o => o.LastLoginTimestamp).ToList(); // The client highlights the first character in the list. We sort so the first character sent is the one we last logged in session.UpdateCharacters(characters); GameMessageCharacterList characterListMessage = new GameMessageCharacterList(session.Characters, session); GameMessageServerName serverNameMessage = new GameMessageServerName(ConfigManager.Config.Server.WorldName, PlayerManager.GetOnlineCount(), (int)ConfigManager.Config.Server.Network.MaximumAllowedSessions); GameMessageDDDInterrogation dddInterrogation = new GameMessageDDDInterrogation(); session.Network.EnqueueSend(characterListMessage, serverNameMessage); session.Network.EnqueueSend(dddInterrogation); }
public static async void HandleConnectResponse(ClientPacket packet, Session session) { PacketInboundConnectResponse connectResponse = new PacketInboundConnectResponse(packet); var result = await DatabaseManager.Character.GetByAccount(session.Id); session.UpdateCachedCharacters(result); GameMessageCharacterList characterListMessage = new GameMessageCharacterList(result, session.Account); GameMessageServerName serverNameMessage = new GameMessageServerName(ConfigManager.Config.Server.WorldName); GameMessageDDDInterrogation dddInterrogation = new GameMessageDDDInterrogation(); session.Network.EnqueueSend(characterListMessage, serverNameMessage, dddInterrogation); session.State = SessionState.AuthConnected; }
public static void HandleConnectResponse(ClientPacket packet, Session session) { PacketInboundConnectResponse connectResponse = new PacketInboundConnectResponse(packet); DatabaseManager.Shard.GetCharacters(session.Id, false, result => { result = result.OrderByDescending(o => o.LastLoginTimestamp).ToList(); // The client highlights the first character in the list. We sort so the first character sent is the one we last logged in session.UpdateCharacters(result); GameMessageCharacterList characterListMessage = new GameMessageCharacterList(session.Characters, session); GameMessageServerName serverNameMessage = new GameMessageServerName(ConfigManager.Config.Server.WorldName, WorldManager.GetAll().Count, (int)ConfigManager.Config.Server.Network.MaximumAllowedSessions); GameMessageDDDInterrogation dddInterrogation = new GameMessageDDDInterrogation(); session.Network.EnqueueSend(characterListMessage, serverNameMessage); session.Network.EnqueueSend(dddInterrogation); session.State = SessionState.AuthConnected; }); }
public static void HandleConnectResponse(ClientPacket packet, Session session) { PacketInboundConnectResponse connectResponse = new PacketInboundConnectResponse(packet); DatabaseManager.Shard.GetCharacters(session.Id, ((List <CachedCharacter> result) => { result = result.OrderByDescending(o => o.LoginTimestamp).ToList(); session.UpdateCachedCharacters(result); GameMessageCharacterList characterListMessage = new GameMessageCharacterList(result, session.Account); GameMessageServerName serverNameMessage = new GameMessageServerName(ConfigManager.Config.Server.WorldName, WorldManager.GetAll().Count, (int)ConfigManager.Config.Server.Network.MaximumAllowedSessions); GameMessageDDDInterrogation dddInterrogation = new GameMessageDDDInterrogation(); session.Network.EnqueueSend(characterListMessage, serverNameMessage); session.Network.EnqueueSend(dddInterrogation); session.State = SessionState.AuthConnected; })); }
public static async void HandleConnectResponse(ClientPacket packet, Session session) { PacketInboundConnectResponse connectResponse = new PacketInboundConnectResponse(packet); var result = await DatabaseManager.Character.GetByAccount(session.Id); session.UpdateCachedCharacters(result); GameMessageCharacterList characterListMessage = new GameMessageCharacterList(result, session.Account); GameMessageServerName serverNameMessage = new GameMessageServerName(ConfigManager.Config.Server.WorldName); // looks like account settings/info, expansion information ect? (this is needed for world entry) GameMessageDDDInterrogation unknown75e5Message = new GameMessageDDDInterrogation(); GameMessageDDDEndDDD patchStatusMessage = new GameMessageDDDEndDDD(); session.Network.EnqueueSend(characterListMessage); session.Network.EnqueueSend(serverNameMessage); session.Network.EnqueueSend(unknown75e5Message); session.Network.EnqueueSend(patchStatusMessage); session.State = SessionState.AuthConnected; }