Server.Network.PacketHandlers.DoLogin C# (CSharp) Méthode

DoLogin() public static méthode

public static DoLogin ( Server.Network.NetState state, Mobile m ) : void
state Server.Network.NetState
m Mobile
Résultat void
        public static void DoLogin( NetState state, Mobile m )
        {
            state.Send( new LoginConfirm( m ) );

            if ( m.Map != null )
                state.Send( new MapChange( m ) );

            state.Send( new MapPatches() );

            state.Send( SeasonChange.Instantiate( m.GetSeason(), true ) );

            state.Send( SupportedFeatures.Instantiate( state ) );

            state.Sequence = 0;

            if (state.NewMobileIncoming) {
                state.Send(new MobileUpdate(m));
                state.Send(new MobileUpdate(m));

                m.CheckLightLevels(true);

                state.Send(new MobileUpdate(m));

                state.Send(new MobileIncoming(m, m));
                //state.Send( new MobileAttributes( m ) );
                state.Send(new MobileStatus(m, m));
                state.Send(Server.Network.SetWarMode.Instantiate(m.Warmode));

                m.SendEverything();

                state.Send(SupportedFeatures.Instantiate(state));
                state.Send(new MobileUpdate(m));
                //state.Send( new MobileAttributes( m ) );
                state.Send(new MobileStatus(m, m));
                state.Send(Server.Network.SetWarMode.Instantiate(m.Warmode));
                state.Send(new MobileIncoming(m, m));
            } else if ( state.StygianAbyss ) {
                state.Send( new MobileUpdate( m ) );
                state.Send( new MobileUpdate( m ) );

                m.CheckLightLevels( true );

                state.Send( new MobileUpdate( m ) );

                state.Send( new MobileIncomingSA( m, m ) );
                //state.Send( new MobileAttributes( m ) );
                state.Send( new MobileStatus( m, m ) );
                state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) );

                m.SendEverything();

                state.Send( SupportedFeatures.Instantiate( state ) );
                state.Send( new MobileUpdate( m ) );
                //state.Send( new MobileAttributes( m ) );
                state.Send( new MobileStatus( m, m ) );
                state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) );
                state.Send( new MobileIncomingSA( m, m ) );
            } else {
                state.Send( new MobileUpdateOld( m ) );
                state.Send( new MobileUpdateOld( m ) );

                m.CheckLightLevels( true );

                state.Send( new MobileUpdateOld( m ) );

                state.Send( new MobileIncomingOld( m, m ) );
                //state.Send( new MobileAttributes( m ) );
                state.Send( new MobileStatus( m, m ) );
                state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) );

                m.SendEverything();

                state.Send( SupportedFeatures.Instantiate( state ) );
                state.Send( new MobileUpdateOld( m ) );
                //state.Send( new MobileAttributes( m ) );
                state.Send( new MobileStatus( m, m ) );
                state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) );
                state.Send( new MobileIncomingOld( m, m ) );
            }

            state.Send( LoginComplete.Instance );
            state.Send( new CurrentTime() );
            state.Send( SeasonChange.Instantiate( m.GetSeason(), true ) );
            state.Send( new MapChange( m ) );

            EventSink.InvokeLogin( new LoginEventArgs( m ) );

            m.ClearFastwalkStack();
        }
PacketHandlers