public static CacheSims ( List |
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FreshSims | List |
A list of the sims received by the LoginServer. |
Результат | void |
/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = Guid.NewGuid(); CharacterGUID = new Guid(Packet.ReadString()); PlayerAccount.CityToken = Packet.ReadString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); //This previously happened when clicking the accept button in CAS, causing //all chars to be cached even if the new char wasn't successfully created. lock (NetworkFacade.Avatars) Cache.CacheSims(NetworkFacade.Avatars); } return(CCStatus); }
/// <summary> /// LoginServer sent information about the player's characters. /// </summary> /// <param name="Packet">The packet that was received.</param> public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client) { byte NumCharacters = (byte)Packet.ReadByte(); byte NewCharacters = (byte)Packet.ReadByte(); List <UISim> FreshSims = new List <UISim>(); for (int i = 0; i < NewCharacters; i++) { int CharacterID = Packet.ReadInt32(); UISim FreshSim = new UISim(Packet.ReadString(), false); FreshSim.CharacterID = CharacterID; FreshSim.Timestamp = Packet.ReadString(); FreshSim.Name = Packet.ReadString(); FreshSim.Sex = Packet.ReadString(); FreshSim.Description = Packet.ReadString(); FreshSim.HeadOutfitID = Packet.ReadUInt64(); FreshSim.BodyOutfitID = Packet.ReadUInt64(); FreshSim.Avatar.Appearance = (AppearanceType)Packet.ReadByte(); FreshSim.ResidingCity = new CityInfo(false); FreshSim.ResidingCity.Name = Packet.ReadString(); FreshSim.ResidingCity.Thumbnail = Packet.ReadUInt64(); FreshSim.ResidingCity.UUID = Packet.ReadString(); FreshSim.ResidingCity.Map = Packet.ReadUInt64(); FreshSim.ResidingCity.IP = Packet.ReadString(); FreshSim.ResidingCity.Port = Packet.ReadInt32(); FreshSims.Add(FreshSim); } lock (NetworkFacade.Avatars) { if ((NumCharacters < 3) && (NewCharacters > 0)) { FreshSims = Cache.LoadCachedSims(FreshSims); NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } if (NewCharacters == 0 && NumCharacters > 0) { NetworkFacade.Avatars = Cache.LoadAllSims(); } else if (NewCharacters == 3 && NumCharacters == 3) { NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } else if (NewCharacters == 0 && NumCharacters == 0) { //Make sure if sims existed in the cache, they are deleted (because they didn't exist in DB). Cache.DeleteCache(); } else if (NumCharacters == 3 && NewCharacters == 3) { NetworkFacade.Avatars = FreshSims; } } PacketStream CityInfoRequest = new PacketStream(0x06, 0); CityInfoRequest.WriteByte(0x00); //Dummy Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray()); }