private void LeaveHostNoBOT_GiveBattle(Room room,Account p)
        {
            List <Account> allPlayers = room.getAllPlayers(SLOT_STATE.READY,1);

            if (allPlayers.Count == 0)
            {
                return;
            }
            int leader = room._leader;
            int state  = room._state == RoomState.Battle ? 12 : 8;

            room.setNewLeader(-1,state,room._leader,true);
            using (BATTLE_GIVEUPBATTLE_PAK battleGiveupbattlePak = new BATTLE_GIVEUPBATTLE_PAK(room,leader))
            {
                using (BATTLE_LEAVEP2PSERVER_PAK leaveP2PserverPak = new BATTLE_LEAVEP2PSERVER_PAK(p,0))
                {
                    byte[] completeBytes1 = battleGiveupbattlePak.GetCompleteBytes("BATTLE_PLAYER_LEAVE_REC-6");
                    byte[] completeBytes2 = leaveP2PserverPak.GetCompleteBytes("BATTLE_PLAYER_LEAVE_REC-7");
                    foreach (Account account in allPlayers)
                    {
                        if (room._slots[account._slotId].state >= SLOT_STATE.PRESTART)
                        {
                            account.SendCompletePacket(completeBytes1);
                        }
                        account.SendCompletePacket(completeBytes2);
                    }
                }
            }
        }
        private void LeaveHostNoBOT_GiveBattle(Room room,Account p)
        {
            List <Account> players = room.getAllPlayers(SLOT_STATE.READY,1);

            if (players.Count == 0)
            {
                return;
            }
            int oldLeader = room._leader;
            int state     = (room._state == RoomState.Battle ? 12 : 8);

            room.setNewLeader(-1,state,room._leader,true);
            using (BATTLE_GIVEUPBATTLE_PAK packet = new BATTLE_GIVEUPBATTLE_PAK(room,oldLeader))
                using (BATTLE_LEAVEP2PSERVER_PAK packet2 = new BATTLE_LEAVEP2PSERVER_PAK(p,0))
                {
                    byte[] data  = packet.GetCompleteBytes();
                    byte[] data2 = packet2.GetCompleteBytes();
                    foreach (Account pR in players)
                    {
                        if (room._slots[pR._slotId].state >= SLOT_STATE.PRESTART)
                        {
                            pR.SendCompletePacket(data);
                        }
                        pR.SendCompletePacket(data2);
                    }
                }
        }