Files
AdamuSw/src/GameServer/RemoteView/Character/ShowCreatedCharacterPlugIn.cs
2026-07-14 19:00:35 +03:00

60 lines
2.3 KiB
C#

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