func handle_client_game_context_create(ctx frontend.Service, client frontend.Client, m *msg.GameContextCreateReq) { switch m.Type { case msg.SoloContextType: client.Send(&msg.GameContextCreateResp{msg.SoloContextType}) p := client.Player() client.Send(&msg.SetPlayerStats{ Experience: p.Experience.Experience, LowerExperienceLevel: 0, HigherExperienceLevel: 1, Kamas: 0, BoostStatsPts: 0, BoostSpellsPts: 0, AlignId: 0, AlignLevel: 0, AlignGrade: 0, Honor: 0, Dishonor: 0, EnabledPvp: false, Life: 0, MaxLife: 1, Energy: 0, MaxEnergy: 1, Stats: p.Stats, }) m := client.Player().Position.Map client.Send(&msg.SetCurrentMapData{ Id: m.Id, Date: m.Date, Key: m.Key, }) case msg.FightContextType: fallthrough default: log.Print("context type %d is not implemented yet", m.Type) } }