void c_ClientCreateCharacterInfo(object sender, ClientCharacterCreateInfoEventArgs e) { if (ClientCreateCharacterInfo != null) { ClientCreateCharacterInfo(sender, e); } Client c = (Client)sender; Character cc = e.CreateCharacterDetails; int characterID = -1; if (characterManager.CreateCharacter(cc.Name, cc.Class, c.AccountID, ref characterID)) { // needs checks for name if its in use, if success return with playerid and sends it with this packet byte[] bufferCreateCharacter = PacketManager.SendCreateCharacter(CharCreationState.Success, characterID); c.Send(bufferCreateCharacter); // if it success creating character, needs to load new list and send it to client Character[] charList = characterManager.GetAllCharactersByAccountId(c.AccountID); byte[] bufferCharacterList = PacketManager.SendCharacterList(charList); c.Send(bufferCharacterList); } else { byte[] bufferCreateCharacter = PacketManager.SendCreateCharacter(CharCreationState.NameInUse, characterID); c.Send(bufferCreateCharacter); } }
void c_ClientCreateCharacterInfo(object sender, ClientCharacterCreateInfoEventArgs e) { if (ClientCreateCharacterInfo != null) ClientCreateCharacterInfo(sender, e); Client c = (Client)sender; Character cc = e.CreateCharacterDetails; int characterID = -1; if (characterManager.CreateCharacter(cc.Name, cc.Class, c.AccountID, ref characterID)) { // needs checks for name if its in use, if success return with playerid and sends it with this packet byte[] bufferCreateCharacter = PacketManager.SendCreateCharacter(CharCreationState.Success, characterID); c.Send(bufferCreateCharacter); // if it success creating character, needs to load new list and send it to client Character[] charList = characterManager.GetAllCharactersByAccountId(c.AccountID); byte[] bufferCharacterList = PacketManager.SendCharacterList(charList); c.Send(bufferCharacterList); } else { byte[] bufferCreateCharacter = PacketManager.SendCreateCharacter(CharCreationState.NameInUse, characterID); c.Send(bufferCreateCharacter); } }