baseline: OpenMU upstream b5a0961 (fresh source)
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// <copyright file="ShowCreatedCharacterPlugIn.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameServer.RemoteView.Character;
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using System.Runtime.InteropServices;
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using MUnique.OpenMU.DataModel.Entities;
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using MUnique.OpenMU.GameLogic.Attributes;
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using MUnique.OpenMU.GameLogic.Views.Character;
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using MUnique.OpenMU.Network;
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using MUnique.OpenMU.Network.Packets;
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using MUnique.OpenMU.Network.Packets.ServerToClient;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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/// The default implementation of the <see cref="IShowCreatedCharacterPlugIn"/> which is forwarding everything to the game client with specific data packets.
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/// </summary>
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[PlugIn]
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[Display(Name = nameof(PlugInResources.ShowCreatedCharacterPlugIn_Name), Description = nameof(PlugInResources.ShowCreatedCharacterPlugIn_Description), ResourceType = typeof(PlugInResources))]
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[Guid("f5494592-ff7b-4f7f-b0c1-bd242a69fb8f")]
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public class ShowCreatedCharacterPlugIn : IShowCreatedCharacterPlugIn
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{
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private readonly RemotePlayer _player;
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/// <summary>
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/// Initializes a new instance of the <see cref="ShowCreatedCharacterPlugIn"/> class.
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/// </summary>
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/// <param name="player">The player.</param>
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public ShowCreatedCharacterPlugIn(RemotePlayer player) => this._player = player;
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/// <inheritdoc/>
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public async ValueTask ShowCreatedCharacterAsync(Character character)
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{
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var connection = this._player.Connection;
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if (connection is null)
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{
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return;
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}
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int Write()
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{
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var size = CharacterCreationSuccessfulRef.Length;
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var span = connection.Output.GetSpan(size)[..size];
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var packet = new CharacterCreationSuccessfulRef(span)
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{
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CharacterName = character.Name,
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CharacterSlot = character.CharacterSlot,
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Level = (ushort)(character.Attributes.FirstOrDefault(a => a.Definition == Stats.Level)?.Value ?? 0),
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Class = (CharacterClassNumber)character.CharacterClass!.Number,
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CharacterStatus = (byte)character.CharacterStatus,
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};
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packet.PreviewData.Fill(0xFF);
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return size;
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}
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await connection.SendAsync(Write).ConfigureAwait(false);
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}
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}
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