/// <summary> /// When overridden in the derived class, allows for additional handling of when the owner leaves a group. /// </summary> /// <param name="group">The group the owner left.</param> protected override void OnLeaveGroup(IGroup group) { using (var pw = ServerPacket.GroupInfo(x => UserGroupInformation.WriteGroupInfo(x, null))) { Owner.Send(pw, ServerMessageType.GUI); } Owner.Send(GameMessage.GroupLeave, ServerMessageType.GUI); }
/// <summary> /// When overridden in the derived class, allows for additional handling of when the owner joins a group. /// </summary> /// <param name="group">The group the owner joined.</param> protected override void OnJoinGroup(IGroup group) { using (var pw = ServerPacket.GroupInfo(x => UserGroupInformation.WriteGroupInfo(x, group))) { Owner.Send(pw, ServerMessageType.GUI); } // Don't send the message if we join our own group (since we already told we created the group) if (group.Founder != Owner) { Owner.Send(GameMessage.GroupJoined, ServerMessageType.GUI, GetGroupFounderName(group)); } }