Endless Night wrote:You implemented 2 ways to get the player name.
Original name. UOAI.Clients[].playername
CurrentNAme UOAI.Clients[].Player.name (Nice if incognitoed /disguse kit can get currentname)
3 ways actually: client.PlayerName reads the name stored at login; Player.Name reads it from a statusinfo packet; and Player.Item.Name reads the AOS Name (name displayed in the item-properties gump introduced with AOS). Maybe use the last one for now.
Statusinfo reading is bugged currently (so not just Mobile.Name, also all other statusinfo); it should read correctly but when used often it can slow down your client. This problem was reported before, I just didn't get to fixing it at that time; stopped working on UOAI for some time; and now that I got back to UOAI i have been focusing on the next .NET library. I'll see if i can provide a quick fix today or this weekend however.
The problem comes from the fact that i misunderstood the protocol part for statusinfo reading: i am sending a packet to request statusinfo; then wait for the response and read that... but actually the packet i send actually requests the server to 'start sending' status updates; and i never tell it to stop; so when sent too often this becomes problematic. It was Megamandos who figured out how i'm supposed to fix this, so credits go to him. The fix is however a little tricky internally, which is why it wasn't implemented yet.
Greetz,
Artaxerxes