private void HandleLoginRequest(ClientWrapper state, MSGBuffer buffer) { string username = buffer.ReadUsername(); string UUID = getUUID(username); Program.Logger.Log(LogType.Warning, "Logging in : " + UUID); try { new LoginSuccess().Write(state, buffer, new object[] { UUID, username }); } catch (Exception e) { Globals.Logger.Log(LogType.Error, e.Message); } Globals.LastUniqueID++; state.Player = new Player() { UUID = UUID, Username = username, UniqueServerID = Globals.LastUniqueID, Wrapper = state, Gamemode = Gamemode.Creative, Dimension = 0 }; state.PlayMode = true; //Toggle the boolean to PlayMode so we know we are not handling Status stuff anymore. if (!Globals.UseCompression) { new SetCompression().Write(state, buffer, new object[] { -1 }); //Turn off compression. } new JoinGame().Write(state, buffer, new object[] { state.Player }); // new MapChunkBulk ().Write (state, buffer, new object[0]); new SpawnPosition().Write(state, buffer, new object[0]); // new PlayerPositionAndLook().Write(state, buffer, new object[0]); //new KeepAlive ().Write (state, buffer, new object[0]); state.StartKeepAliveTimer(); state.Player.AddToList(); state.Player.SendChunksFromPosition(); }