/// <summary> /// Occurs when the client was not authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> /// <param name="Screen">A UIScreen instance on which to display a messagebox to inform the player of the /// failure state.</param> public static void OnLoginFailResponse(ref NetworkClient Client, PacketStream Packet) { byte Opcode = (byte)Packet.ReadByte(); switch (Packet.ReadByte()) { case 0x01: UIAlertOptions Options = new UIAlertOptions(); Options.Title = "Network error"; Options.Message = "Invalid username!"; Options.Buttons = UIAlertButtons.OK; UIScreen.ShowAlert(Options, true); break; case 0x02: Options = new UIAlertOptions(); Options.Title = "Network error"; Options.Message = "Invalid password!"; Options.Buttons = UIAlertButtons.OK; UIScreen.ShowAlert(Options, true); break; } Client.Disconnect(); }
/// <summary> /// Occurs when the client was not authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> public static void OnLoginFailResponse(ref NetworkClient Client, ProcessedPacket Packet) { EventObject Event; switch (Packet.ReadByte()) { case 0x01: Event = new EventObject(EventCodes.BAD_USERNAME); EventSink.RegisterEvent(Event); break; case 0x02: Event = new EventObject(EventCodes.BAD_PASSWORD); EventSink.RegisterEvent(Event); break; } Client.Disconnect(); }
/// <summary> /// Reconnects to a CityServer. /// </summary> public void Reconnect(ref NetworkClient Client, CityInfo SelectedCity, LoginArgsContainer LoginArgs) { Client.Disconnect(); Client.Connect(LoginArgs); }
public static void OnInvalidVersionResponse(ref NetworkClient Client, ProcessedPacket Packet) { Client.Disconnect(); }
/// <summary> /// Occurs when the client was not authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> /// <param name="Screen">A UIScreen instance on which to display a messagebox to inform the player of the /// failure state.</param> public static void OnLoginFailResponse(ref NetworkClient Client, PacketStream Packet, UIScreen Screen) { byte Opcode = (byte)Packet.ReadByte(); switch (Packet.ReadByte()) { case 0x01: Screen.CreateMsgBox(250, 200, "Invalid accountname!"); break; case 0x02: Screen.CreateMsgBox(250, 200, "Invalid password!"); break; } Client.Disconnect(); }