/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = new Guid(); CharacterGUID = new Guid(Packet.ReadPascalString()); PlayerAccount.CityToken = Packet.ReadPascalString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); } return(CCStatus); }
/// <summary> /// Received from the LoginServer in response to a CITY_TOKEN_REQUEST packet. /// </summary> public static void OnCityToken(NetworkClient Client, ProcessedPacket Packet) { PlayerAccount.CityToken = Packet.ReadPascalString(); }
/// <summary> /// Received from the LoginServer in response to a RETIRE_CHARACTER packet. /// </summary> /// <returns>Name of character that was retired.</returns> public static string OnCharacterRetirement(NetworkClient Client, ProcessedPacket Packet) { string GUID = Packet.ReadPascalString(); return(GUID); }