[DiscordArchive] THis does not seem correct at all? <@200677690838220800> Is it?
[DiscordArchive] THis does not seem correct at all? <@200677690838220800> Is it?
Archived author: MaxtorCoder • Posted: 2025-10-16T14:05:56.867000+00:00
Original source
```cpp
_worldPacket >> BitsSize<5>(Groups);
_worldPacket.ResetBitPos();
for (WarbandGroup& warbandGroup : Groups)
_worldPacket >> warbandGroup;
```
Archived author: MaxtorCoder • Posted: 2025-10-16T14:06:28.515000+00:00
Original source
And create a `ByteBuffer>>` overload for `WarbandGroup`, look at how `ByteBuffer<<` is done (<https://github.com/TrinityCore/TrinityCore/blob/1873d6d2da0350664cc91b166246a695ef9411bb/src/server/game/Server/Packets/CharacterPackets.cpp#L385-L414>)
Archived author: MaxtorCoder • Posted: 2025-10-16T14:06:43.148000+00:00
Original source
Would be best to put those together as well
Archived author: Tea • Posted: 2025-10-16T14:08:08.508000+00:00
Original source
i should mention that doing synchronous database queries inside packet handlers is completely unacceptable
Archived author: MaxtorCoder • Posted: 2025-10-16T14:09:35.657000+00:00
Original source
Also that yeah, look at how validate name is done in this situation in CharacterHandler, this might also be what you're looking for <https://github.com/TrinityCore/TrinityCore/blob/1873d6d2da0350664cc91b166246a695ef9411bb/src/server/game/Handlers/CharacterHandler.cpp#L1745-L1752>
Archived author: MaxtorCoder • Posted: 2025-10-16T14:09:44.357000+00:00
Original source
It's the CheckCharacterNameAvailabilty code
Archived author: moJIto_ice • Posted: 2025-10-16T14:10:56.016000+00:00
Original source
probably should be done with LoginQueryHolder
Archived author: MaxtorCoder • Posted: 2025-10-16T14:11:10.947000+00:00
Original source
Yeah well the code is similar enough
Archived author: Tea • Posted: 2025-10-16T14:13:43.371000+00:00
Original source
i would put the tables in character database as well - we arent going to support the "realmless" mode any time soon