void Chat() { /* * We use for each now, to make sure there wont be any issues * Incase the list we send the packet to can have none connected clients. * To prevent bugging of chat we repeat and check each client before sending. */ try { //Set our list of ranged players List <int> Rangedplayers = Character.Spawn; //Create new packet reader for reading packet data PacketReader Reader = new PacketReader(PacketInformation.buffer); //Chat type byte (for our switch case). byte chatType = Reader.Byte(); //Byte chat index byte chatIndex = Reader.Byte(); //Link count byte byte linkCount = Reader.Byte(); //Create switch to switch on type of chat (normal party etc). switch (chatType) { //--------------------------------- [Normal chat] ---------------------------------// case 1: //Read written text from packet data string Text = Reader.Text3(); //Close packet reader Reader.Close(); // .additem 111 12 if (Character.Information.GM == 1 && Text[0] == '.') { gmCommands(Text); } //Repeat for each in range player foreach (int member in Rangedplayers) { //Make sure the member is not null if (member != 0) { //Make sure its not sending to our client if (member != Character.Information.UniqueID) { //Get member detail Systems memberinfo = GetPlayer(member); //Send packet to the in range player memberinfo.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, null)); } } } //Send chatindex packet to ourselfs client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); break; //--------------------------------- [Normal chat pink] ---------------------------------// case 3: //Check if our character has gm rights or not if (Character.Information.GM == 1) { //Read packet information (text typed). Text = Reader.Text3(); //Close packet reader Reader.Close(); //Repeat for each player in our range list foreach (int member in Rangedplayers) { //Check if the member is not null if (member != 0) { //Make sure its not sending to our own client if (member != Character.Information.UniqueID) { //Get member detail Systems memberinfo = GetPlayer(member); //Send packet to the member memberinfo.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, null)); } } } //Send chat index to our client client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); break; } //If character tried to use pink chat but isnt a gm else { //We ban the player for hacking attempt. Disconnect("ban"); } break; //--------------------------------- [Private chat] ---------------------------------// case 2: //Read from packet data who we are sending the message to string Target = Reader.Text(); //Get information from the given player we send to Systems Targetplayer = GetPlayerName(Target); //Make sure the player sending to is not null if (Targetplayer != null) { //Make sure the player is ingame (Not teleporting or such). if (Targetplayer.Character.InGame) { //Read the message from the packet data Text = Reader.Text3(); //Close the packet reader Reader.Close(); //Send packet to our target Targetplayer.client.Send(Packet.ChatPacket(chatType, 0, Text, this.Character.Information.Name)); //Send chatindex packet to ourselfs client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); } } break; //--------------------------------- [Party chat] ---------------------------------// case 4: //Make sure the player is in a party if (Character.Network.Party != null) { //Read the text the player has typed from packet data Text = Reader.Text3(); //Close packet reader Reader.Close(); //Repeat for each member in the party member list foreach (int member in Character.Network.Party.Members) { //Make sure the member isnt null (0) if (member != 0) { //Get detailed info for the player Systems memberinfo = GetPlayer(member); //Send packet information to the member for chat memberinfo.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, this.Character.Information.Name)); } } //Finally send chatindex packet to ourselfs client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); } break; //--------------------------------- [Guild chat] ---------------------------------// case 5: //Read message beeing send from packet data Text = Reader.Text3(); //Close packet reader Reader.Close(); //Repeat for each member in the guild member list foreach (int member in Character.Network.Guild.Members) { //Make sure the member is not null (0) if (member != 0) { //Get guild member detailed information Systems Guildmember = GetPlayerMainid(member); //Again check if the guild member is not null if (Guildmember != null) { //Send chat packet to the member Guildmember.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, this.Character.Information.Name)); } } } //Send chat index packet to our client client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); break; //--------------------------------- [Global chat] ---------------------------------// case 6: //Get sender name from packet data string Sender = Reader.Text(); //Get message from packet data Text = Reader.Text3(); //Send to every client connected and logged in SendAll(Packet.ChatPacket(chatType, Character.Information.UniqueID, " " + Text, Sender)); break; //--------------------------------- [Notice chat] ---------------------------------// case 7: //Make sure the character sending is a gm if (Character.Information.GM == 1) { //Get message from packet data Text = Reader.Text3(); //Close packet reader Reader.Close(); //Send to everyone ingame (using void sendnoticecon). SendAll(sendnoticecon(chatType, Character.Information.UniqueID, Text, null)); } //If the character is not a gm else { //Disconnect and ban the player for hack attempt Disconnect("ban"); } break; //--------------------------------- [Stall chat] ---------------------------------// case 9: //Read message from packet data Text = Reader.Text3(); //Close packet reader Reader.Close(); //Repeat for each member in the stall foreach (int stallmember in Character.Network.Stall.Members) { //Make sure the stall member isnt null 0 if (stallmember != 0) { //Get stall member details Systems member = GetPlayer(stallmember); //Make sure the member isnt null if (member != null) { //Send chat packet to the member member.client.Send(Packet.ChatPacket(chatType, Character.Network.Stall.ownerID, Text, this.Character.Information.Name)); } } } //Send chat index to ourselfs client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); break; //--------------------------------- [Academy chat] ---------------------------------// case 10: //Todo academy system then chat. break; //--------------------------------- [Union chat] ---------------------------------// case 11: //Read message from packet data Text = Reader.Text3(); //Close packet reader Reader.Close(); //If the character has no union if (!Character.Network.Guild.UnionActive) { //Return return; } //Else for each member in the union foreach (int member in Character.Network.Guild.UnionMembers) { //Make sure the union member is not null 0 if (member != 0) { //Get member detailed information Systems tomember = GetPlayerMainid(member); //Make sure the member is not null if (tomember != null) { //Make sure the member isnt ourself if (tomember.Character.Information.CharacterID != Character.Information.CharacterID) { //Send packet to the union member tomember.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, Character.Information.Name)); } } } } //Repeat for each member in the guild foreach (int member in Character.Network.Guild.Members) { //Make sure the member isnt null 0 if (member != 0) { //Get member detailed information Systems tomember = GetPlayerMainid(member); //Make sure the member isnt null if (tomember != null) { //Make sure the member isnt ourself if (tomember.Character.Information.CharacterID != Character.Information.CharacterID) { //Send packet to the member tomember.Character.Network.Guild.SingleSend = false; } } } } //Finally send chat index packet to ourself client.Send(Packet.ChatIndexPacket(chatType, chatIndex)); break; } } //If an exception error happens catch (Exception errorinformation) { //Write the information to the console Console.WriteLine("Chat error {0}", errorinformation); //Write the information to the log system Systems.Debugger.Write(errorinformation); } }