public override int HandlePacket(GamePlayer player, GSPacketIn packet)
        {
            int result2;

            if (player.PlayerCharacter.ConsortiaID == 0)
            {
                result2 = 0;
            }
            else
            {
                int    id      = packet.ReadInt();
                bool   isFight = packet.ReadBoolean();
                bool   result  = false;
                string msg     = "ConsortiaAllyAddHandler.Add_Failed";
                using (ConsortiaBussiness db = new ConsortiaBussiness())
                {
                    ConsortiaAllyInfo info = new ConsortiaAllyInfo();
                    info.Consortia1ID = player.PlayerCharacter.ConsortiaID;
                    info.Consortia2ID = id;
                    info.Date         = DateTime.Now;
                    info.IsExist      = true;
                    info.State        = 2;
                    info.ValidDate    = 0;
                    if (db.AddConsortiaAlly(info, player.PlayerCharacter.ID, ref msg))
                    {
                        msg    = (isFight ? "ConsortiaAllyAddHandler.Add_Success2" : "ConsortiaAllyAddHandler.Add_Success1");
                        result = true;
                        GameServer.Instance.LoginServer.SendConsortiaAlly(info.Consortia1ID, info.Consortia2ID, info.State);
                    }
                }
                packet.WriteBoolean(result);
                packet.WriteString(LanguageMgr.GetTranslation(msg, new object[0]));
                player.Out.SendTCP(packet);
                result2 = 0;
            }
            return(result2);
        }
        public int HandlePacket(GameClient client, GSPacketIn packet)
        {
            if (client.Player.PlayerCharacter.ConsortiaID == 0)
            {
                return(0);
            }

            int  id      = packet.ReadInt();
            bool isFight = packet.ReadBoolean();

            bool   result = false;
            string msg    = "ConsortiaAllyAddHandler.Add_Failed";

            using (ConsortiaBussiness db = new ConsortiaBussiness())
            {
                ConsortiaAllyInfo info = new ConsortiaAllyInfo();
                info.Consortia1ID = client.Player.PlayerCharacter.ConsortiaID;
                info.Consortia2ID = id;
                info.Date         = DateTime.Now;
                info.IsExist      = true;
                info.State        = 2;//isFight ? 2 : 0;
                info.ValidDate    = 0;
                if (db.AddConsortiaAlly(info, client.Player.PlayerCharacter.ID, ref msg))
                {
                    msg = isFight ? "ConsortiaAllyAddHandler.Add_Success2" : "ConsortiaAllyAddHandler.Add_Success1";

                    result = true;
                    GameServer.Instance.LoginServer.SendConsortiaAlly(info.Consortia1ID, info.Consortia2ID, info.State);
                }
            }
            packet.WriteBoolean(result);
            packet.WriteString(LanguageMgr.GetTranslation(msg));
            client.Out.SendTCP(packet);

            return(0);
        }