by Beast » April 22nd, 2012, 7:49 pm
by Henrik » April 23rd, 2012, 8:03 am
by Beast » April 23rd, 2012, 9:34 pm
//We could have used PreloadPlayerObjects = true; but it's wastefull to load Player objects for people who just connects to send a message
player.GetPlayerObject(delegate(DatabaseObject o)
{
player.PlayerObject.Set("onlineStatus.state", (int)OnlineStatus.Online);
player.PlayerObject.Set("onlineStatus.seen", DateTime.UtcNow);
player.PlayerObject.Set("onlineStatus.server", RoomId);
player.PlayerObject.Save(delegate()
{
player.Send("inited",RoomId);
});
player.belongs = true;
});
by Henrik » April 23rd, 2012, 11:07 pm
Beast wrote:This Dosent make the object
by Beast » April 24th, 2012, 9:47 pm
by Henrik » April 25th, 2012, 8:08 am
by Beast » April 25th, 2012, 8:35 pm
switch (message.Type)
{
case "init":
{
//We could have used PreloadPlayerObjects = true; but it's wastefull to load Player objects for people who just connects to send a message
player.GetPlayerObject(delegate(DatabaseObject o)
{
player.PlayerObject.Set("onlineStatus.state", (int)OnlineStatus.Online);
player.PlayerObject.Set("onlineStatus.seen", DateTime.UtcNow);
player.PlayerObject.Set("onlineStatus.server", RoomId);
player.PlayerObject.Save(delegate()
{
player.Send("inited",RoomId);
});
player.belongs = true;
});
break;
}
}
by Henrik » April 25th, 2012, 10:40 pm
by Beast » April 25th, 2012, 11:31 pm
by Beast » April 25th, 2012, 11:51 pm
by Benjaminsen » May 1st, 2012, 12:31 pm
Beast wrote:Nevermind, I used Preload Playerobjects and now its fine.