void HandleConnectToFailed(ConnectToFailed connectToFailed) { if (_worldSession != null) { if (_worldSession.PlayerLoading()) { switch (connectToFailed.Serial) { case ConnectToSerial.WorldAttempt1: _worldSession.SendConnectToInstance(ConnectToSerial.WorldAttempt2); break; case ConnectToSerial.WorldAttempt2: _worldSession.SendConnectToInstance(ConnectToSerial.WorldAttempt3); break; case ConnectToSerial.WorldAttempt3: _worldSession.SendConnectToInstance(ConnectToSerial.WorldAttempt4); break; case ConnectToSerial.WorldAttempt4: _worldSession.SendConnectToInstance(ConnectToSerial.WorldAttempt5); break; case ConnectToSerial.WorldAttempt5: { Log.outError(LogFilter.Network, "{0} failed to connect 5 times to world socket, aborting login", _worldSession.GetPlayerInfo()); _worldSession.AbortLogin(LoginFailureReason.NoWorld); break; } default: return; } } //else //{ // transfer_aborted when/if we get map node redirection // SendPacket(*WorldPackets.Auth.ResumeComms()); //} } }