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());
        }