/// <summary> /// Sends a server handshake, and a ping request packet if NextState is set to 1. /// </summary> public void DoHandshake() { var hs = new SbHandshake(); hs.ProtocolVersion = 5; hs.ServerAddress = _mainMc.ServerIp; hs.ServerPort = (short)_mainMc.ServerPort; hs.NextState = 2; if (_mainMc.ServerState == 1) { hs.NextState = 1; } hs.Write(WSock); if (_mainMc.ServerState == 1) { var pingRequest = new SbRequest(); pingRequest.Write(WSock); } else { var loginStart = new SbLoginStart(); loginStart.Name = _mainMc.ClientName; loginStart.Write(WSock); } RaiseSocketDebug(this, "Handshake sent."); }
/// <summary> /// Sends a server handshake, and a ping request packet if NextState is set to 1. /// </summary> public void DoHandshake() { var hs = new SbHandshake(); hs.ProtocolVersion = 5; hs.ServerAddress = MainMC.ServerIp; hs.ServerPort = (short)MainMC.ServerPort; hs.NextState = 2; if (MainMC.ServerState == 1) { hs.NextState = 1; } hs.Write(wSock); if (MainMC.ServerState == 1) { var PingRequest = new SbRequest(); PingRequest.Write(wSock); } else { var LoginStart = new SbLoginStart(); LoginStart.Name = MainMC.ClientName; LoginStart.Write(wSock); } RaiseSocketDebug(this, "Handshake sent."); }