/// <summary>
        /// This method parses and handles a MOTD request from a game server or
        /// game client.
        /// </summary>
        /// <param name="Parser">Supplies the message parse context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvMstMOTDRequest(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            UInt16 DataPort;
            Byte Unknown0; // 0
            Byte Unknown1; // 0

            if (!Parser.ReadWORD(out DataPort))
                return;
            if (!Parser.ReadBYTE(out Unknown0))
                return;
            if (!Parser.ReadBYTE(out Unknown1))
                return;

            SendMstMOTD(Sender, MOTD);
        }
        /// <summary>
        /// This method parses and handles a version request from a game server
        /// or game client.
        /// </summary>
        /// <param name="Parser">Supplies the message parse context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvMstVersionRequest(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            UInt16 DataPort;
            Byte Unknown0; // 0
            Byte Unknown1; // 0
            Byte Unknown2; // 1

            if (!Parser.ReadWORD(out DataPort))
                return;
            if (!Parser.ReadBYTE(out Unknown0))
                return;
            if (!Parser.ReadBYTE(out Unknown1))
                return;
            if (!Parser.ReadBYTE(out Unknown2))
                return;

            SendMstVersion(Sender, BuildNumber);
        }
        /// <summary>
        /// This method parses and handles a module load notify message from a
        /// game server.
        /// </summary>
        /// <param name="Parser">Supplies the message parse context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvMstModuleLoadNotify(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            Byte ExpansionsMask;
            string ModuleName;

            if (!Parser.ReadBYTE(out ExpansionsMask))
                return;
            if (!Parser.ReadSmallString(out ModuleName, 16))
                return;

            //
            // Query for whether the sender is blacklisted and drop the message
            // if so.
            //

            BlacklistLookup Lookup = new BlacklistLookup();

            Lookup.ServerAddress = Sender;
            Lookup.ModuleName = ModuleName;

            if (ServerTracker.IsBlacklisted(Lookup))
                return;

            NWGameServer Server = ServerTracker.LookupServerByAddress(Sender);

            //
            // Record the module load and request an updated player count.
            //

            Server.OnModuleLoad(ExpansionsMask, ModuleName);
            RefreshServerStatus(Sender);

            Logger.Log(LogLevel.Verbose, "NWMasterServer.OnRecvMstModuleLoadNotify(): Server {0} ModuleName={1} ExpansionsMask={2}.", Sender, ModuleName, ExpansionsMask);
        }
        /// <summary>
        /// This method parses and handles a server startup notify message from
        /// a game server.
        /// </summary>
        /// <param name="Parser">Supplies the message parse context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvMstStartupNotify(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            Byte Platform;
            UInt16 BuildNumber;
            Byte Unknown0; // 0
            Byte Unknown1; // 0
            Byte Unknown2; // 1
            Byte Unknown3; // 0
            Byte Unknown4; // 3

            if (!Parser.ReadBYTE(out Platform))
                return;
            if (!Parser.ReadWORD(out BuildNumber))
                return;
            if (!Parser.ReadBYTE(out Unknown0))
                return;
            if (!Parser.ReadBYTE(out Unknown1))
                return;
            if (!Parser.ReadBYTE(out Unknown2))
                return;
            if (!Parser.ReadBYTE(out Unknown3))
                return;
            if (!Parser.ReadBYTE(out Unknown4))
                return;

            //
            // Query for whether the sender is blacklisted and drop the message
            // if so.
            //

            BlacklistLookup Lookup = new BlacklistLookup();

            Lookup.ServerAddress = Sender;

            if (ServerTracker.IsBlacklisted(Lookup))
                return;

            NWGameServer Server = ServerTracker.LookupServerByAddress(Sender);

            //
            // Record the server startup.
            //

            Server.OnStartupNotify(Platform, BuildNumber);
            Logger.Log(LogLevel.Verbose, "NWMasterServer.OnRecvMstStartupNotify(): Server {0} Platform={1} BuildNumber={2}.", Sender, (char)Platform, BuildNumber);
        }
        /// <summary>
        /// This method parses and handles a community authorization request
        /// from a game server.
        /// </summary>
        /// <param name="Parser">Supplies the message parse context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvMstCommunityAuthorizationRequest(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            UInt16 DataPort;
            UInt16 Length;
            byte[] ServerChallenge;
            string AccountName;
            byte[] ClientVerifier;
            UInt16 Language;
            Byte Platform;
            Byte IsPlayer;

            if (!Parser.ReadWORD(out DataPort))
                return;
            if (!Parser.ReadWORD(out Length))
                return;
            if ((ServerChallenge = Parser.ReadBytes(Length)) == null)
                return;
            if (!Parser.ReadSmallString(out AccountName, 16))
                return;
            if (!Parser.ReadWORD(out Length))
                return;
            if ((ClientVerifier = Parser.ReadBytes(Length)) == null)
                return;
            if (!Parser.ReadWORD(out Language))
                return;
            if (!Parser.ReadBYTE(out Platform))
                return;
            if (!Parser.ReadBYTE(out IsPlayer))
                return;

            SendMstCommunityAccountAuthorization(Sender, AccountName, ConnectStatus.CONNECT_ERR_SUCCESS);
        }
        /// <summary>
        /// This method parses a server name response from a game server.
        /// </summary>
        /// <param name="Parser">Supplies the message parser context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvServerNameResponse(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            Byte UpdateType;
            UInt16 DataPort;
            Byte RequestCorrelationCookie;
            string ServerName;

            if (!Parser.ReadBYTE(out UpdateType))
                return;
            if (UpdateType != 'U')
                return;
            if (!Parser.ReadWORD(out DataPort))
                return;
            if (!Parser.ReadBYTE(out RequestCorrelationCookie))
                return;
            if (RequestCorrelationCookie != 0)
                return;
            if (!Parser.ReadSmallString(out ServerName))
                return;

            NWGameServer Server = ServerTracker.LookupServerByAddress(Sender, false);

            if (Server != null)
                Server.OnServerNameUpdate(ServerName);

            Logger.Log(LogLevel.Verbose, "NWMasterServer.OnRecvServerNameResponse(): Server {0} name is {1}.", Sender, ServerName);
        }
        /// <summary>
        /// This method parses a server info response from a game server.
        /// </summary>
        /// <param name="Parser">Supplies the message parser context.</param>
        /// <param name="Sender">Supplies the game server address.</param>
        /// <param name="Socket">Supplies the associated socket descriptor
        /// upon which the message was received.</param>
        private void OnRecvServerInfoResponse(ExoParseBuffer Parser, IPEndPoint Sender, SocketInfo Socket)
        {
            UInt16 DataPort;
            Byte Reserved; // 0xFC
            Byte HasPlayerPassword;
            Byte MinLevel;
            Byte MaxLevel;
            Byte ActivePlayers;
            Byte MaximumPlayers;
            Byte IsLocalVault;
            Byte PVPLevel;
            Byte IsPlayerPauseAllowed;
            Byte IsOnePartyOnly;
            Byte IsELC;
            Byte HasILR;
            Byte ExpansionsMask;
            string ModuleName;
            string BuildNumber;
            ServerInfo Info = new ServerInfo();

            if (!Parser.ReadWORD(out DataPort))
                return;
            if (!Parser.ReadBYTE(out Reserved))
                return;

            if (Mode == GameMode.NWN2)
            {
                if (Reserved != 0xFC)
                    return;
            }
            else
            {
                if (Reserved != 0xFD)
                    return;
            }

            if (!Parser.ReadBYTE(out HasPlayerPassword))
                return;
            if (!Parser.ReadBYTE(out MinLevel))
                return;
            if (!Parser.ReadBYTE(out MaxLevel))
                return;
            if (!Parser.ReadBYTE(out ActivePlayers))
                return;
            if (!Parser.ReadBYTE(out MaximumPlayers))
                return;
            if (!Parser.ReadBYTE(out IsLocalVault))
                return;
            if (!Parser.ReadBYTE(out PVPLevel))
                return;
            if (!Parser.ReadBYTE(out IsPlayerPauseAllowed))
                return;
            if (!Parser.ReadBYTE(out IsOnePartyOnly))
                return;
            if (!Parser.ReadBYTE(out IsELC))
                return;
            if (!Parser.ReadBYTE(out HasILR))
                return;
            if (!Parser.ReadBYTE(out ExpansionsMask))
                return;
            if (!Parser.ReadSmallString(out ModuleName))
                return;

            if (Mode == GameMode.NWN2)
            {
                if (!Parser.ReadSmallString(out BuildNumber))
                    return;
            }
            else
            {
                BuildNumber = "0";
            }

            try
            {
                Info.BuildNumber = Convert.ToUInt16(BuildNumber);
            }
            catch
            {
                Info.BuildNumber = 0;
            }

            //
            // Query for whether the sender is blacklisted and drop the message
            // if so.
            //

            BlacklistLookup Lookup = new BlacklistLookup();

            Lookup.ServerAddress = Sender;
            Lookup.ModuleName = ModuleName;

            if (ServerTracker.IsBlacklisted(Lookup))
                return;

            Info.HasPlayerPassword = (HasPlayerPassword != 0);
            Info.MinLevel = MinLevel;
            Info.MaxLevel = MaxLevel;
            Info.ActivePlayers = ActivePlayers;
            Info.MaximumPlayers = MaximumPlayers;
            Info.IsLocalVault = (IsLocalVault != 0);
            Info.PVPLevel = PVPLevel;
            Info.IsPlayerPauseAllowed = (IsPlayerPauseAllowed != 0);
            Info.IsOnePartyOnly = (IsOnePartyOnly != 0);
            Info.IsELC = (IsELC != 0);
            Info.HasILR = (HasILR != 0);
            Info.ExpansionsMask = ExpansionsMask;
            Info.ModuleName = ModuleName;

            //
            // Look up the server and update the current server information.
            // Since the BNXR reply is used to differentiate between broken
            // NATs and endpoints with multiple servers on the same IP address,
            // carefully check for whether a duplicate server record exists on
            // the server internal port before creating a new server record.
            //

            NWGameServer Server;

            Server = ServerTracker.LookupServerByAddress(Sender);

            if (Mode != GameMode.NWN2)
                Info.BuildNumber = Server.BuildNumber;

            Server.OnServerInfoUpdate(Info);

            if (DataPort == (UInt16)Sender.Port)
            {
                //
                // Both internal and external ports match; the sender is not
                // likely behind a NAT.  No action is necessary behind the
                // creation of the server record above.
                //
            }
            else
            {
                NWGameServer ServerInternal;
                IPEndPoint InternalAddress = new IPEndPoint(Sender.Address, (int)DataPort);
                
                ServerInternal = ServerTracker.LookupServerByAddress(InternalAddress, false);

                if (ServerInternal == null)
                {
                    //
                    // No record of a server existing at the internal address
                    // is yet known.  Proceed to create the server record at
                    // the external address (as was already performed above).
                    //
                }
                else
                {
                    //
                    // A record exists for both internal and external
                    // addresses for the server.  If the configuration values
                    // between both servers are the same, then mark the
                    // external address version as offline and prefer the
                    // internal server address as authoritative (since it must
                    // be globally reachable for a response to have been
                    // received).
                    //

                    if (ServerInternal.CheckForNATDuplicate(Server))
                    {
                        Logger.Log(LogLevel.Normal, "NWMasterServer.OnRecvServerInfoResponse(): Removing NAT duplicate server {0} in preference of server {1}.", Sender, InternalAddress);
                        return;
                    }
                }
            }

            Logger.Log(LogLevel.Verbose, "NWMasterServer.OnRecvServerInfoResponse(): Server {0} has {1}/{2} players ({3}).", Sender, Info.ActivePlayers, Info.MaximumPlayers,
                 Info.ModuleName);
        }