I wanna send some informations to server before login in my server, like for create a character in client and send name/vocation/sex to server, before enter ingame.
In OTClient Sources, I created a method for send these informations.
for call function by lua:
my question is: How can I check for this packet in TFS before player login? All parses in TFS is after player login, and the firstMessage don't verify the packet number. Can someone help me?
In OTClient Sources, I created a method for send these informations.
Code:
//drakylucas
void ProtocolGame::sendCharacterCreation(std::string m_accountName, std::string m_characterName, uint8 vocation)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientCharacterCreation);
msg->addString(m_accountName);
msg->addString(m_characterName);
msg->addU8(vocation);
send(msg);
}
for call function by lua:
Code:
g_lua.bindClassMemberFunction<ProtocolGame>("sendCharacterCreation", &ProtocolGame::sendCharacterCreation);
my question is: How can I check for this packet in TFS before player login? All parses in TFS is after player login, and the firstMessage don't verify the packet number. Can someone help me?