public void OnPlayerLogin(PlayerLoggedInEvent ev) { Log.Info($"Player {ev.Player.Login} Logged In with session {ev.Player.SessionId}", ConsoleColor.Yellow); var player = Mapper.Map <OnlinePlayer>(ev.Player); player.Tcp = ev.Client; Server.Players.Add(player); ev.Client.OnlinePlayer = player; // Going to start sending asset validations ev.Client.Send(new AssetsReadyPacket()); // check if the player already have the tilesets foreach (var tileset in Server.Map.Tilesets) { ev.Client.Send(new AssetPacket() { ResquestedImageName = tileset.Key, AssetType = AssetType.TILESET }); } // check if the player have the main sprites ev.Client.Send(new AssetPacket() { ResquestedImageName = "sprites.png", AssetType = AssetType.SPRITE }); ev.Client.Send(new AssetPacket() { ResquestedImageName = "bodies.png", AssetType = AssetType.SPRITE }); ev.Client.Send(new AssetPacket() { ResquestedImageName = "legs.png", AssetType = AssetType.SPRITE }); ev.Client.Send(new AssetPacket() { ResquestedImageName = "heads.png", AssetType = AssetType.SPRITE }); ev.Client.Send(new AssetPacket() { ResquestedImageName = "chests.png", AssetType = AssetType.SPRITE }); // end of assets validation ev.Client.Send(new AssetsReadyPacket()); }
public void OnPlayerLogin(PlayerLoggedInEvent ev) { Log.Info($"Player {ev.Player.Login} Logged In with session {ev.Player.SessionId}", ConsoleColor.Yellow); var player = new OnlinePlayer(); player.FromStored(ev.Player); player.Tcp = ev.Client; Server.Players.Add(player); ev.Client.OnlinePlayer = player; }
public void PlayerLoggedIn(PlayerLoggedInEvent ev) { lock (this.server) { var room = this.server.World.FindUserRoom(ev.Handle); if (room != null && room.IsDangling) { Log.Information("Player {player} logged back, room {identifier} is no longer dangling", ev.Handle.Digest, room.Identifier); room.IsDangling = false; } } }
public void PlayerLoggedIn(PlayerLoggedInEvent ev) { var period = DateTime.Now - ev.Handle.Character.LastLogin; if (this.config.ServerPromptText != null && period.TotalHours > this.config.ServerPromptPeriod) { try { this.loginServer.Emit(ev.Handle.Token, "alert", this.config.ServerPromptText); } catch (LoginServerListener.NotFoundException) { Log.Warning("Failed to send prompt message to player {player} - socketio connection not found!", ev.Handle.Digest); } } }
public void PlayerLoggedIn(PlayerLoggedInEvent ev) { ev.Handle.Character.LastLogin = DateTime.Now; this.db.Write((c) => c.CharacterUpdate(ev.Handle.Character)); }
public void PlayerLoggedIn(PlayerLoggedInEvent ev) { this.ResetGroup(ev.Handle); this.JoinGroup(ev.Handle, ev.Handle.CurrentGroup, true); }