public static void SendClient_JoinGame(string loginName) { Candidate c = AuthenticationServer.getCandidateByLoginName(loginName); var send = new PacketsProcessor((int)PlayerSendPackets.JoinGame); send.WriteLong(c.selectedServerIndex); send.WriteString(c.loginToken); send.FinishPacking(); SendPacket(send, c.socket); }
private static bool SendClient_ServerDetails(Candidate c) { PacketsProcessor sendBuffer = new PacketsProcessor((int)PlayerSendPackets.ServerDetails); //TODO: Add multi server support - > loop int serversCount = AuthenticationServer.GetServerCount(); sendBuffer.WriteLong(serversCount);//Server Count for (int i = 0; i < serversCount; i++) { ServerDetails server = AuthenticationServer.GetServer(i); if (server == null) break; sendBuffer.WriteLong(server.serverIndex); sendBuffer.WriteString(server.name); sendBuffer.WriteString(server.ip); sendBuffer.WriteLong(server.port); sendBuffer.WriteString(server.location); sendBuffer.WriteFlag(server.donorOnly); } sendBuffer.FinishPacking(); SendPacket(sendBuffer, c.socket); return true; }