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<blockquote data-quote="wow97" data-source="post: 447600" data-attributes="member: 85569"><p>I have a big problem whit Chat Console.. I see double user. [ATTACH=full]8602[/ATTACH]</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>[CODE=csharp]/// <summary></p><p> /// Called when [status changed].</p><p> /// </summary></p><p> /// <param name="notification">if set to <c>true</c> [notification].</param></p><p> internal void OnStatusChanged(bool notification)</p><p> {</p><p> if (Friends == null)</p><p> return;</p><p></p><p> IEnumerable<GameClient> onlineUsers = Plus.GetGame().GetClientManager().GetClientsById(Friends.Keys);</p><p></p><p> foreach (GameClient client in onlineUsers)</p><p> {</p><p> if (client == null || client.GetHabbo() == null || client.GetHabbo().GetMessenger() == null)</p><p> continue;</p><p></p><p> client.GetHabbo().GetMessenger().UpdateFriend(_userId, client, true);</p><p> if (client.GetHabbo() != null && client != null && notification != null)</p><p> {</p><p> if (client.GetHabbo().Id != null && client.GetHabbo().Id != 0)</p><p> {</p><p> UpdateFriend(client.GetHabbo().Id, client, notification);</p><p> }</p><p> }</p><p> }</p><p> }</p><p></p><p> /// <summary></p><p> /// Updates the friend.</p><p> /// </summary></p><p> /// <param name="userid">The userid.</param></p><p> /// <param name="client">The client.</param></p><p> /// <param name="notification">if set to <c>true</c> [notification].</param></p><p> internal void UpdateFriend(uint userid, GameClient client, bool notification)</p><p> {</p><p> if (!Friends.ContainsKey(userid))</p><p> return;</p><p> Friends[userid].UpdateUser();</p><p> if (!notification)</p><p> return;</p><p> var client2 = GetClient();</p><p> if (client2 != null)</p><p> client2.SendMessage(SerializeUpdate(Friends[userid]));</p><p> }[/CODE][CODE][/CODE]</p></blockquote><p></p>
[QUOTE="wow97, post: 447600, member: 85569"] I have a big problem whit Chat Console.. I see double user. [ATTACH=full]8602[/ATTACH] [CODE=csharp]/// <summary> /// Called when [status changed]. /// </summary> /// <param name="notification">if set to <c>true</c> [notification].</param> internal void OnStatusChanged(bool notification) { if (Friends == null) return; IEnumerable<GameClient> onlineUsers = Plus.GetGame().GetClientManager().GetClientsById(Friends.Keys); foreach (GameClient client in onlineUsers) { if (client == null || client.GetHabbo() == null || client.GetHabbo().GetMessenger() == null) continue; client.GetHabbo().GetMessenger().UpdateFriend(_userId, client, true); if (client.GetHabbo() != null && client != null && notification != null) { if (client.GetHabbo().Id != null && client.GetHabbo().Id != 0) { UpdateFriend(client.GetHabbo().Id, client, notification); } } } } /// <summary> /// Updates the friend. /// </summary> /// <param name="userid">The userid.</param> /// <param name="client">The client.</param> /// <param name="notification">if set to <c>true</c> [notification].</param> internal void UpdateFriend(uint userid, GameClient client, bool notification) { if (!Friends.ContainsKey(userid)) return; Friends[userid].UpdateUser(); if (!notification) return; var client2 = GetClient(); if (client2 != null) client2.SendMessage(SerializeUpdate(Friends[userid])); }[/CODE][CODE][/CODE] [/QUOTE]
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