using PSO2SERVER.Database;
using PSO2SERVER.Packets.PSOPackets;
using PSO2SERVER.Party;
using System;
using System.Linq;
namespace PSO2SERVER.Packets.Handlers
{
[PacketHandlerAttr(0x11, 0x04)]
public class CharacterSelected : PacketHandler
{
public struct CharacterSelectedPacket
{
///
/// Selected character ID.
///
public uint CharId;
public uint Unk1;
public uint Unk2;
}
#region implemented abstract members of PacketHandler
public override void HandlePacket(Client context, byte flags, byte[] data, uint position, uint size)
{
if (context._account == null)
return;
var reader = new PacketReader(data, position, size);
var pkt = reader.ReadStruct();
var charId = pkt.CharId;
Logger.Write("id {0}", charId);
if (context.Character == null) // On character create, this is already set.
{
using (var db = new ServerEf())
{
try
{
var character = db.Characters.FirstOrDefault(c => c.Player_ID == charId);
if (character == null || character.Account == null || character.Account.AccountId != context._account.AccountId)
{
Logger.WriteError("数据库中未找到 {0} 角色ID {1} ({2})"
, context._account.Username
, charId
, context._account.AccountId
);
context.Socket.Close();
return;
}
context.Character = character;
}
catch (Exception ex)
{
Logger.WriteError("查询角色时发生异常: {0}", ex.Message);
context.Socket.Close();
}
}
}
// 将客户端加入空余的队伍中
PartyManager.Instance.CreateNewParty(context);
// 告诉客户端切换到加载界面
context.SendPacket(new LoadingScreenTransitionPacket());
// TODO Set area, Set character, possibly more. See PolarisLegacy for more.
}
#endregion
}
}