/// <summary>
        ///     Adds the specified message.
        /// </summary>
        /// <param name="message">The message.</param>
        /// <param name="channels">The channels.</param>
        public static void Add(NetworkMessage message, ICollection <IChannel> channels)
        {
            message.AddPacketType(GamePacketType.ChannelsList);
            message.AddByte((byte)channels.Count);

            foreach (IChannel channel in channels)
            {
                switch (channel)
                {
                case IPrivateChannel privateChannel:
                    // TODO: WARNING! Casting CharacterSpawn.Id to UInt16 is BAD design. FIX ASAP!
                    message.AddUInt16((ushort)privateChannel.Owner.Id);
                    break;

                case IGuildChannel guildChannel:
                    message.AddUInt16(guildChannel.Guild.Id);
                    break;

                case IPartyChannel partyChannel:
                    message.AddUInt16(partyChannel.Party.Id);
                    break;

                case IPublicChannel publicChannel:
                    message.AddChannelType(publicChannel.Type);
                    break;

                default:
                    message.AddUInt16(channel.Id);
                    break;
                }
                message.AddString(channel.Name);
            }
        }
 /// <summary>
 ///     Adds the specified message.
 /// </summary>
 /// <param name="message">The message.</param>
 /// <param name="channelType">Type of the channel.</param>
 public static void Add(NetworkMessage message, ChannelType channelType)
 {
     message.AddPacketType(GamePacketType.CloseChannel);
     message.AddChannelType(channelType);
 }
Beispiel #3
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 /// <summary>
 ///     Adds the public channel.
 /// </summary>
 /// <param name="message">The message.</param>
 /// <param name="channel">The channel.</param>
 private static void AddPublicChannel(NetworkMessage message, IPublicChannel channel)
 {
     message.AddChannelType(channel.Type);
     AddUsers(message, channel);
     message.AddUInt16(0x00);
 }