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())); }
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; }