void _dplay_GotMessage(Session sess, byte[] message)
        {
            switch (message[0])
            {
            // Decompress the message if it is compressed.
            case FLMsgType.MsgTypeCompressed:
                using (var ms = new MemoryStream(message, 0, message.Length))
                {
                    // TODO: it should be slow
                    using (var zs = new ZlibStream(ms, CompressionMode.Decompress))
                    {
                        var buf       = new byte[32767];
                        int msgLength = zs.Read(buf, 0, buf.Length);
                        Array.Resize(ref buf, msgLength);
                        message = buf;
                    }
                }
                break;

            case 0x01:
                return;
                // Otherwise dispatch the message to the controller.
            }


            Logger.AddLog(LogType.FLMsg, "c>s client={0} rx={1}", sess.Client, message);


            _pump.MessageFromClient(sess.DPlayID, message);
        }