private void OnGuildCreate(NetConnection <NetSession> sender, GuildCreateRequest request) { Character character = sender.Session.Character; Log.InfoFormat("OnGuildCreate:: GuildName:{0} character:[{1}]:{2}", request.GuildName, character.Id, character.Data.Name); sender.Session.Response.guildCreate = new GuildCreateResponse(); if (character.Guild != null)//已经有公会 { sender.Session.Response.guildCreate.Result = Result.Failed; sender.Session.Response.guildCreate.Errormsg = "已经有公会"; sender.SendResponse(); return; } if (GuildManager.Instance.CheckNameExisted(request.GuildName)) { sender.Session.Response.guildCreate.Result = Result.Failed; sender.Session.Response.guildCreate.Errormsg = "公会名称已存在"; sender.SendResponse(); return; } GuildManager.Instance.CreateGuild(request.GuildName, request.GuildNotice, character); sender.Session.Response.guildCreate.guildInfo = character.Guild.GuildInfo(character); sender.Session.Response.guildCreate.Result = Result.Success; sender.SendResponse(); }
/// <inheritdoc/> public void HandlePacket(Player player, Span <byte> packet) { GuildCreateRequest request = packet; this.createAction.CreateGuild(player, request.GuildName, request.GuildEmblem.ToArray()); }