Esempio n. 1
0
        /// <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);
        }
Esempio n. 2
0
 /// <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);
        }