private async void InitGameSession(SessionResponse sessionInfo) { _interClient.OnSessionResponse -= InitGameSession; var worldClient = _server.ConnectedUsers.First(x => x.Id == _sessionId); worldClient.CryptoManager.GenerateAES(sessionInfo.KeyPair.Key, sessionInfo.KeyPair.IV); _gameSession.Client = worldClient; _packetFactory.SendGameHandshake(worldClient); _packetFactory.SendCharacterList(worldClient, await _selectionScreenManager.GetCharacters(worldClient.UserId)); _packetFactory.SendFaction(worldClient, await _selectionScreenManager.GetFaction(worldClient.UserId), await _selectionScreenManager.GetMaxMode(worldClient.UserId)); }
private async void LogoutTimer_Elapsed(object sender, ElapsedEventArgs e) { // First, remove player from game world. // Because some managers like Guild Manager provide GuildId and player can be found in guild map ONLY if this id is presented. _gameWorld.RemovePlayer(CharId); try { // ONLY after player is unloaded from game world we can clear session servises. await Client.ClearSession(_quitGame); } catch (Exception ex) { _logger.LogError("Failed clear session for {characterId}. Reason: {message}. Stack trace: {trace}", CharId, ex.Message, ex.StackTrace); } CharId = 0; IsLoggingOff = false; if (_quitGame) { _packetFactory.SendQuitGame(Client); } else { _packetFactory.SendLogout(Client); Client.CryptoManager.UseExpandedKey = false; _packetFactory.SendCharacterList(Client, await _selectionScreenManager.GetCharacters(Client.UserId)); _packetFactory.SendFaction(Client, await _selectionScreenManager.GetFaction(Client.UserId), await _selectionScreenManager.GetMaxMode(Client.UserId)); } }