示例#1
0
        /// <summary>
        /// Handles the corresponding event.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="ClientSocketManagerStatusChangedEventArgs"/> instance containing the event data.</param>
        void _sockets_StatusChanged(IClientSocketManager sender, ClientSocketManagerStatusChangedEventArgs e)
        {
            switch (e.NewStatus)
            {
            case NetConnectionStatus.Connected:

                // When the status has changed to Connected, and this screen is active, send the login info
                if (ScreenManager.ActiveNonConsoleScreen == this)
                {
                    var name = _cNameText.Text;
                    var pass = _cPasswordText.Text;
                    using (var pw = ClientPacket.Login(name, pass))
                    {
                        _sockets.Send(pw, ClientMessageType.System);
                    }
                }

                break;

            case NetConnectionStatus.Disconnected:

                // If any screen other than this screen or the new account screen is the active screen when we
                // receive a disconnect, set this screen as active
                if (
                    !(ScreenManager.ActiveNonConsoleScreen is LoginScreen ||
                      ScreenManager.ActiveNonConsoleScreen is NewAccountScreen))
                {
                    ScreenManager.ActiveScreen = this;
                }

                // If this screen is the active screen, set the error text
                if (ScreenManager.ActiveNonConsoleScreen == this)
                {
                    // If we were the ones to disconnect, clear the error
                    if (sender.ClientDisconnected)
                    {
                        SetError(null);
                        break;
                    }

                    // If no reason specified, use generic one
                    var reason = e.Reason;
                    if (string.IsNullOrEmpty(reason))
                    {
                        reason = GameMessageCollection.CurrentLanguage.GetMessage(GameMessage.DisconnectNoReasonSpecified);
                    }

                    SetError(reason);
                }

                break;
            }
        }
示例#2
0
        /// <summary>
        /// Handles when the status of the <see cref="IClientSocketManager"/> changes.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="ClientSocketManagerStatusChangedEventArgs"/> instance containing the event data.</param>
        void _sockets_StatusChanged(IClientSocketManager sender, ClientSocketManagerStatusChangedEventArgs e)
        {
            // Make sure we are the active screen
            if (ScreenManager.ActiveNonConsoleScreen != this)
            {
                return;
            }

            switch (e.NewStatus)
            {
            case NetConnectionStatus.Connected:
                SetMessage("Connected to server. Sending new account request...");

                // When the status has changed to Connected, send the account info
                var name  = _cNameText.Text;
                var pass  = _cPasswordText.Text;
                var email = _cEmailText.Text;
                using (var pw = ClientPacket.CreateNewAccount(name, pass, email))
                {
                    _sockets.Send(pw, ClientMessageType.System);
                }
                break;

            case NetConnectionStatus.Disconnected:

                // If we were the ones to disconnect, do not change the display text
                if (sender.ClientDisconnected)
                {
                    break;
                }

                // If no reason specified, use generic one
                var reason = e.Reason;
                if (string.IsNullOrEmpty(reason))
                {
                    reason = GameMessageCollection.CurrentLanguage.GetMessage(GameMessage.DisconnectNoReasonSpecified);
                }

                SetError(reason);

                break;
            }
        }
示例#3
0
        /// <summary>
        /// Handles the corresponding event.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="ClientSocketManagerStatusChangedEventArgs"/> instance containing the event data.</param>
        void _sockets_StatusChanged(IClientSocketManager sender, ClientSocketManagerStatusChangedEventArgs e)
        {
            switch (e.NewStatus)
            {
                case NetConnectionStatus.Connected:

                    // When the status has changed to Connected, and this screen is active, send the login info
                    if (ScreenManager.ActiveNonConsoleScreen == this)
                    {
                        var name = _cNameText.Text;
                        var pass = _cPasswordText.Text;
                        using (var pw = ClientPacket.Login(name, pass))
                        {
                            _sockets.Send(pw, ClientMessageType.System);
                        }
                    }

                    break;

                case NetConnectionStatus.Disconnected:

                    // If any screen other than this screen or the new account screen is the active screen when we
                    // receive a disconnect, set this screen as active
                    if (
                        !(ScreenManager.ActiveNonConsoleScreen is LoginScreen ||
                          ScreenManager.ActiveNonConsoleScreen is NewAccountScreen))
                        ScreenManager.ActiveScreen = this;

                    // If this screen is the active screen, set the error text
                    if (ScreenManager.ActiveNonConsoleScreen == this)
                    {
                        // If we were the ones to disconnect, clear the error
                        if (sender.ClientDisconnected)
                        {
                            SetError(null);
                            break;
                        }

                        // If no reason specified, use generic one
                        var reason = e.Reason;
                        if (string.IsNullOrEmpty(reason))
                            reason = GameMessageCollection.CurrentLanguage.GetMessage(GameMessage.DisconnectNoReasonSpecified);

                        SetError(reason);
                    }

                    break;
            }
        }
示例#4
0
        /// <summary>
        /// Handles when the status of the <see cref="IClientSocketManager"/> changes.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="ClientSocketManagerStatusChangedEventArgs"/> instance containing the event data.</param>
        void _sockets_StatusChanged(IClientSocketManager sender, ClientSocketManagerStatusChangedEventArgs e)
        {
            // Make sure we are the active screen
            if (ScreenManager.ActiveNonConsoleScreen != this)
                return;

            switch (e.NewStatus)
            {
                case NetConnectionStatus.Connected:
                    SetMessage("Connected to server. Sending new account request...");

                    // When the status has changed to Connected, send the account info
                    var name = _cNameText.Text;
                    var pass = _cPasswordText.Text;
                    var email = _cEmailText.Text;
                    using (var pw = ClientPacket.CreateNewAccount(name, pass, email))
                    {
                        _sockets.Send(pw, ClientMessageType.System);
                    }
                    break;

                case NetConnectionStatus.Disconnected:

                    // If we were the ones to disconnect, do not change the display text
                    if (sender.ClientDisconnected)
                        break;

                    // If no reason specified, use generic one
                    var reason = e.Reason;
                    if (string.IsNullOrEmpty(reason))
                        reason = GameMessageCollection.CurrentLanguage.GetMessage(GameMessage.DisconnectNoReasonSpecified);

                    SetError(reason);

                    break;
            }
        }