/// <summary> /// Read and process Tell message /// </summary> /// <param name="client"> /// Client sending /// </param> /// <param name="packet"> /// Packet data /// </param> public static void Read(Client client, byte[] packet) { PacketReader reader = new PacketReader(ref packet); reader.ReadUInt16(); reader.ReadUInt16(); uint playerId = reader.ReadUInt32(); string message = reader.ReadString(); client.Server.Debug(client, "{0} >> Tell: PlayerId: {1}", client.Character.characterName, playerId); reader.Finish(); if (client.Server.ConnectedClients.ContainsKey(playerId)) { Client tellClient = (Client)client.Server.ConnectedClients[playerId]; if (!tellClient.KnownClients.Contains(client.Character.characterId)) { byte[] pname = PlayerName.New(client, client.Character.characterId); tellClient.Send(pname); tellClient.KnownClients.Add(client.Character.characterId); } byte[] pgroup = MsgPrivateGroup.Create(client.Character.characterId, message, string.Empty); tellClient.Send(pgroup); } else { byte[] sysmsg = MsgSystem.Create("Player not online."); client.Send(sysmsg); } }
/// <summary> /// Read and process Tell message /// </summary> /// <param name="client"> /// Client sending /// </param> /// <param name="packet"> /// Packet data /// </param> public static void Read(Client client, byte[] packet) { PacketReader reader = new PacketReader(ref packet); reader.ReadUInt16(); reader.ReadUInt16(); uint playerId = reader.ReadUInt32(); string message = reader.ReadString(); client.Server.Debug(client, "{0} >> Tell: PlayerId: {1}", client.Character.characterName, playerId); reader.Finish(); if (client.ChatServer().ConnectedClients.ContainsKey(playerId)) { Client tellClient = (Client)client.ChatServer().ConnectedClients[playerId]; if (!tellClient.KnownClients.Contains(client.Character.CharacterId)) { byte[] pname = PlayerName.Create(client, client.Character.CharacterId); tellClient.Send(pname); tellClient.KnownClients.Add(client.Character.CharacterId); // TODO: Check if status bytes are correct even for offline chars client.Send( BuddyOnlineStatus.Create( (uint)tellClient.Character.CharacterId, (uint)OnlineDao.IsOnline((int)tellClient.Character.CharacterId).Online, new byte[] { 0x00, 0x01, 0x00 })); } byte[] pgroup = MsgPrivateGroup.Create(client.Character.CharacterId, message, string.Empty); tellClient.Send(pgroup); } else { byte[] sysmsg = MsgSystem.Create("Player not online."); client.Send(sysmsg); } }