private void GameEventCharacterLogin(NetworkMessageEventArgs e)
 {
     try
     {
         _CharacterStats = new AetherStats(e);
     }catch(Exception ex){LogError(ex);}
 }
 //3.  And a parameterized constructor like this.  Just like any other routine, you take the parameter in, then do something with it.
 //We're going to assigne a reference declared here:  private AetherFilter.Characters _co = null; to hold our data for use so we can manipulate it.
 //The data is passed in from outside.  (also internal)
 internal CharacterStats(AetherStats stat)
 {
     _Stat = stat;
 }
        void SubmitCharacterStatsToGearLocker(AetherStats CharStats)
        {
            try
            {
                CharacterStatsTracking cst = new CharacterStatsTracking();
                cst.CharacterStats = CharStats;
                cst.CharacterKey = @GearFiles.CharacterKey;
                cst.ServerKey = @GearFiles.ServerKey;
                cst.LastUpdateTime = DateTime.Now.ToString();

                using(MemoryStream stream = new MemoryStream())
                {
                    Serializer.PrepareSerializer<CharacterStatsTracking>();
                    Serializer.Serialize(stream, cst);
                    LockerAccess.StoreCharacterStats(stream.ToArray());
                }
            }catch(Exception ex){LogError(ex);}
        }