private void handlePM(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.LoginSuccesfull)
            {
                SendPMIncommingMessage msgSendPM = (SendPMIncommingMessage)msg;
                PlayerCharacter sendToPlayer = getPlayerByName(msgSendPM.RecipientName);

                if (sendToPlayer == null)
                {
                    RawTextOutgoingMessage msgToSender =
                        (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
                    msgToSender.Color = PredefinedColor.Blue1;
                    msgToSender.Channel = PredefinedChannel.CHAT_LOCAL;
                    msgToSender.Text = "The one you seek is not here...";
                    pc.PutMessageIntoMyQueue(msgToSender);
                }
                else
                {
                    RawTextOutgoingMessage msgToSender =
                        (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
                    msgToSender.Color = PredefinedColor.Purple1;
                    msgToSender.Channel = PredefinedChannel.CHAT_PERSONAL;
                    msgToSender.Text = "[PM to " + sendToPlayer.Name + ": " + msgSendPM.Text + "]";
                    pc.PutMessageIntoMyQueue(msgToSender);

                    RawTextOutgoingMessage msgToRecipient =
                        (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
                    msgToRecipient.Color = PredefinedColor.Purple1;
                    msgToRecipient.Channel = PredefinedChannel.CHAT_PERSONAL;
                    msgToRecipient.Text = "[PM from " + pc.Name + ": " + msgSendPM.Text + "]";
                    sendToPlayer.PutMessageIntoMyQueue(msgToRecipient);
                }
            }
        }
        private void handleRawText(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.LoginSuccesfull)
            {
                RawTextIncommingMessage msgRawText = (RawTextIncommingMessage)msg;

                // Handling for different types of raw text
                // TODO: Rewrite - add a separate module for handling server commands
                switch (msgRawText.Text[0])
                {
                    case('#'):
                        if (msgRawText.Text.ToLower() == "#save")
                        {
                            RawTextOutgoingMessage msgRawTextOut =
                                (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
                            msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL;

                            try
                            {
                                pc.Serialize(pcSerializer);
                                msgRawTextOut.Text = "Another page in Book of Life is filled...";
                                msgRawTextOut.Color = PredefinedColor.Blue1;
                            }
                            catch (Exception ex)
                            {
                                logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex);
                                msgRawTextOut.Text = "Your page in Book of Life remains blank...";
                                msgRawTextOut.Color = PredefinedColor.Red2;
                            }

                            pc.PutMessageIntoMyQueue(msgRawTextOut);
                            return;
                        }
                        if (msgRawText.Text.ToLower() == "#list_commands")
                        {
                            RawTextOutgoingMessage msgRawTextOut =
                                (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
                            msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL;
                            msgRawTextOut.Color = PredefinedColor.Green3;
                            msgRawTextOut.Text = "Available commands: list_commands, save, follow, stop_following, release_followers, list_skills";
                            pc.PutMessageIntoMyQueue(msgRawTextOut);
                            return;
                        }
                        if (msgRawText.Text.ToLower() == "#stop_following")
                        {
                            pc.FollowingStopFollowing();
                            return;
                        }
                        if (msgRawText.Text.ToLower() == "#release_followers")
                        {
                            pc.FollowingReleaseFollowers();
                            return;
                        }
                        if (msgRawText.Text.ToLower().IndexOf("#follow") == 0)
                        {
                            RawTextOutgoingMessage msgRawTextOut =
                                (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
                            msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL;

                            string[] tokens = msgRawText.Text.Split(' ');
                            if (tokens.Length != 2)
                            {
                                msgRawTextOut.Color = PredefinedColor.Red2;
                                msgRawTextOut.Text = "You are replied by silence...";
                                pc.PutMessageIntoMyQueue(msgRawTextOut);
                                return;
                            }

                            // Does character exist
                            PlayerCharacter pcTakenByHand = getPlayerByName(tokens[1]);
                            if (pcTakenByHand == null)
                            {
                                msgRawTextOut.Color = PredefinedColor.Blue1;
                                msgRawTextOut.Text = "The one you seek is not here...";
                                pc.PutMessageIntoMyQueue(msgRawTextOut);
                                return;
                            }

                            pc.FollowingFollow(pcTakenByHand);

                            return;
                        }
                        if ((msgRawText.Text.ToLower().IndexOf("#change_health") != -1) &&
                            serverConfiguration.EnableTestCommands)
                        {
                            string[] tokens = msgRawText.Text.Split(' ');
                            short changeVal = Convert.ToInt16(tokens[1]);
                            pc.EnergiesUpdateHealth(changeVal);
                            return;
                        }
                        if ((msgRawText.Text.ToLower().IndexOf("#resurrect") != -1) &&
                            serverConfiguration.EnableTestCommands)
                        {
                            pc.EnergiesResurrect();
                            return;
                        }

                        if ((msgRawText.Text.ToLower().IndexOf("#add_item") != -1) &&
                            serverConfiguration.EnableTestCommands)
                        {
                            string[] tokens = msgRawText.Text.Split(' ');
                            if (tokens.Length != 3)
                                return;

                            ushort itemID = Convert.ToUInt16(tokens[1]);
                            int quantity = Convert.ToInt32(tokens[2]);

                            ItemDefinition itmDef = ItemDefinitionCache.GetItemDefinitionByID(itemID);
                            if (itmDef == null)
                                return;
                            Item itm = new Item(itmDef);
                            itm.Quantity = quantity;
                            pc.InventoryUpdateItem(itm);

                        }
                        if (msgRawText.Text.ToLower() == "#list_skills")
                        {
                            pc.SkillsListSkills();
                        }
                        break;
                    default:
                        break;
                }
            }
        }
        private PlayerCharacterSerializer pcSerializer = null; // Used for storing pc data

        #endregion Fields

        #region Methods

        private void handleCreateChar(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
            {
                CreateCharIncommingMessage msgCreateChar = (CreateCharIncommingMessage)msg;

                // Is acceptable character name
                if (!pcAuthentication.IsAcceptablePlayerName(msgCreateChar.UserName))
                {
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "This character name is not acceptable.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // Does character exist?
                if (pcAuthentication.Exists(msgCreateChar.UserName))
                {
                    // Character already exists
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "A character with that name already exists.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // TODO: Add check for appearace values

                // All ok. Create a character
                try
                {
                    pcAuthentication.Create(msgCreateChar.UserName, msgCreateChar.Password);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to create player " + pc.Name, ex);
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "Server could not create the character.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // Clear character (current state of character is undefined!)
                pc.ClearEntityImplementation();

                EntityAppearance appearance = new EntityAppearance(msgCreateChar.Type);

                appearance.Head = msgCreateChar.Head;
                appearance.Skin = msgCreateChar.Skin;
                appearance.Hair = msgCreateChar.Hair;
                appearance.Shirt = msgCreateChar.Shirt;
                appearance.Pants = msgCreateChar.Pants;
                appearance.Boots = msgCreateChar.Boots;
                pc.Name = msgCreateChar.UserName;
                pc.CreateSetInitialAppearance(appearance);

                EntityLocation location = new EntityLocation();
                short deviation = mapManager.StartPointDeviation;
                location.X = (short)(mapManager.StartPointX + (sbyte)WorldRNG.Next(-deviation, deviation));
                location.Y = (short)(mapManager.StartPointY + (sbyte)WorldRNG.Next(-deviation, deviation));
                location.Z = 0;
                location.Rotation = 0;
                location.CurrentMap = mapManager.StartPointMap;
                pc.CreateSetInitialLocation(location);

                // TODO: Apply race specific factors

                // Add bonus items
                ItemDefinition itmDef = null;

                // Royals
                itmDef = ItemDefinitionCache.GetItemDefinitionByID(5);
                if (itmDef != null)
                {
                    Item itm = new Item(itmDef);
                    itm.Quantity = 100;
                    pc.InventoryUpdateItem(itm);
                }

                // Recalculate enerigies
                pc.CreateRecalculateInitialEnergies();

                // Store data
                try
                {
                    pc.ForceSerialization();
                    pc.Serialize(pcSerializer);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex);
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "Server could not create the character.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // Send char created ok message
                pc.PutMessageIntoMyQueue(msgStdCreateCharOk);
            }
        }
        private void handleSendVersion(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.NotInitialized)
            {
                SendVersionIncommingMessage svMsg = (SendVersionIncommingMessage)msg;

                if (serverConfiguration.CheckProtocolVersion)
                {
                    if (svMsg.ProtocolVersionFirstDigit == ProtocolVersion.FirstDigit &&
                        svMsg.ProtocolVersionSecondDigit == ProtocolVersion.SecondDigit)
                    {
                        pc.LoginState = PlayerCharacterLoginState.ClientVersionCorrect;
                    }
                    else
                    {
                        // Wrong version
                        pc.LoginState = PlayerCharacterLoginState.ClientVersionIncorrect;
                        pc.PutMessageIntoMyQueue(msgStdWrongClientVersion);
                        pc.LoginState = PlayerCharacterLoginState.LoggingOff; // Start purging procedure
                    }
                }
                else
                {
                    // Always correct
                    pc.LoginState = PlayerCharacterLoginState.ClientVersionCorrect;
                }
            }
        }
 private void handleSendOpeningScreen(PlayerCharacter pc, IncommingMessage msg)
 {
     if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect ||
         pc.LoginState == PlayerCharacterLoginState.LoginSuccesfull)
     {
         // Send opening message
         pc.PutMessageIntoMyQueue(msgStdOpeningMessage);
     }
 }
        private void handleLogIn(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
            {
                LogInIncommingMessage msgLogIn = (LogInIncommingMessage)msg;

                // Is acceptable character name
                if (!pcAuthentication.IsAcceptablePlayerName(msgLogIn.UserName))
                {
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "This character name is not acceptable.";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // Does character exist
                if (!pcAuthentication.Exists(msgLogIn.UserName))
                {
                    pc.PutMessageIntoMyQueue(msgStdYouDontExist);
                    return;
                }

                try
                {
                    // Check the password
                    if (!pcAuthentication.Authenticate(msgLogIn.UserName, msgLogIn.Password))
                    {
                        LogInNotOkOutgoingMessage msgLogInNotOk =
                            (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                        msgLogInNotOk.Message = "The password is wrong!";
                        pc.PutMessageIntoMyQueue(msgLogInNotOk);
                        return;
                    }

                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to authenticate player: " + pc.Name, ex);
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "Server could not load the character!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // Check if already logged in
                if (getPlayerByName(msgLogIn.UserName) != null)
                {
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "You are already logged in!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // Clear character (current state of character is undefined!)
                pc.ClearEntityImplementation();

                pc.Name = msgLogIn.UserName; // Temporary setting user name so that deserialization may work

                // Deserialize user data
                try
                {
                    pc.Deserialize(pcDeserializer);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to deserialize player: " + pc.Name, ex);
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "Server could not load the character!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                try
                {
                    // Add to dictionaries / Get EntityID
                    addEntityImplementationToWorld(pc);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to register player: " + pc.Name, ex);
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "Server could not register the character!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // TODO: Send initial data to client

                // New Minute
                NewMinuteOutgoingMessage msgNewMinute =
                    (NewMinuteOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.NEW_MINUTE);
                msgNewMinute.MinuteOfTheDay = calendar.MinuteOfTheDay;
                pc.PutMessageIntoMyQueue(msgNewMinute);

                // You Are
                YouAreOutgoingMessage msgYouAre =
                    (YouAreOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.YOU_ARE);
                msgYouAre.EntityID = pc.EntityID;
                pc.PutMessageIntoMyQueue(msgYouAre);

                // Change Map
                pc.LocationChangeMapAtEnterWorld();

                // Here Your Inventory
                HereYourInventoryOutgoingMessage msgHereYourInventory =
                    (HereYourInventoryOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.HERE_YOUR_INVENTORY);
                pc.FillOutgoingMessage(msgHereYourInventory);
                pc.PutMessageIntoMyQueue(msgHereYourInventory);

                // Here Your Stats
                HereYourStatsOutgoingMessage msgHereYourStats =
                    (HereYourStatsOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.HERE_YOUR_STATS);
                pc.FillOutgoingMessage(msgHereYourStats);
                pc.PutMessageIntoMyQueue(msgHereYourStats);

                // Log In Ok
                pc.PutMessageIntoMyQueue(msgStdLogInOk);

                // All is OK
                pc.LoginState = PlayerCharacterLoginState.LoginSuccesfull;
            }
        }