Kind event · Area Game.Character.Management
Carries nothing. The server is not asking you to choose: the character is already decided, so do NOT send CharacterSelectionRequest for it.
1. Answer straight away with one empty CharacterForceSelectionReadyRequest. 2. Send that answer ONCE. The client keeps a one-shot flag and ignores repeats of this event once it has answered.
The current build carries no character id (older protocols did). The character is the one this connection was transferred for.
Any field a later build declares here is unread by the client and is left unresolved.
When you may send it
Requires authenticated inferred Raised by: the connection lands on a game server that already knows which character plays - the client handles it in its server-transfer service (fight / Kolizeum server switch) inferred Related messages
You must then send CharacterForceSelectionReadyRequest proven — the handler of this event constructs the ready request unpopulated and hands it to the game connection
- summary: The server has selected your character for you. Empty payload; answer it.
- area: Game.Character.Management
- 35 vues