Ejemplo n.º 1
0
 void ReceiveServerRelay(ServerRelayPacket packet)
 {
     // On OSI, upon receiving this packet, the client would disconnect and
     // log in to the specified server. Since emulated servers use the same
     // server for both shard selection and world, we don't need to disconnect.
     _network.IsDecompressionEnabled = true;
     _network.Send(new GameLoginPacket(packet.AccountId, _userName, _password.ConvertToUnsecureString()));
 }
Ejemplo n.º 2
0
        private void ReceiveServerRelay(IRecvPacket packet)
        {
            ServerRelayPacket p = (ServerRelayPacket)packet;

            m_ServerRelayKey = p.AccountId;
            // On OSI, upon receiving this packet, the client would disconnect and
            // log in to the specified server. Since emulated servers use the same
            // server for both shard selection and world, we don't need to disconnect.
            m_Network.IsDecompressionEnabled = true;
            Status = LoginClientStatus.LoginServer_WaitingForRelay;
        }