private static void Connect(byte Index, NetIncomingMessage Data) { // Lê os Data string User = Data.ReadString().Trim(); string Password = Data.ReadString(); // Check if everything is okay if (User.Length < Game.Min_Character || User.Length > Game.Max_Character || Password.Length < Game.Min_Character || Password.Length > Game.Max_Character) { Sending.Alert(Index, "The user name and password must contain " + Game.Min_Character + " and" + Game.Max_Character + " characters."); return; } if (!File.Exists(Directories.Accounts.FullName + User + Directories.Format)) { Sending.Alert(Index, "This username is not registered."); return; } if (Player.MultipleAccounts(User)) { Sending.Alert(Index, "There's already someone connected to that account."); return; } else if (Password != Read.Player_Password(User)) { Sending.Alert(Index, "The password is incorrect."); return; } // Carrega os Data do Player Read.Player(Index, User); // Envia os Data das classes Sending.Classes(Index); // Se o Player não tiver nenhum Character então abrir o painel de criação de Character if (!Player.PossuiCharacters(Index)) { Sending.CreateCharacter(Index); return; } // Abre a janela de seleção de personagens Sending.Characters(Index); Sending.Conectar(Index); }
private static void Character_Delete(byte Index, NetIncomingMessage Data) { byte Character = Data.ReadByte(); string Name = Lists.Player[Index].Character[Character].Name; // Verifica se o Character existe if (string.IsNullOrEmpty(Name)) { return; } // Deleta o Character Sending.Alert(Index, "The character '" + Name + "' has been deleted.", false); Write.Characters(Read.Characters_Names().Replace(":;" + Name + ":", ":")); Clean.Player_Character(Index, Character); // Salva o Character Sending.Characters(Index); Write.Player(Index); }