public override void OnFinishPacketSent(DataPacket packet) { switch (packet.Pid()) { case (short)PacketType.S2CValidAccount: DataPacket response = null; Internet.Get("http://localhost:3000/", "server/all", result => { List <GameServer> servers = JsonConvert.DeserializeObject <List <GameServer> >(result); response = new SendServerListPacket { Servers = servers, User = _user }; }, error => { response = new LoginErrorResponsePacket { Error = ErrorsType.CouldNotConnectToTheServer }; }); SendPacket(response); break; case (short)PacketType.C2SExit: Close(); break; } _kickTask.Inactive = 0; base.OnFinishPacketSent(packet); }
public void Authenticate(LoginErrorsType type, LoginRequestDataPacket request) { if (type == LoginErrorsType.NoError) { server.Log($"[SESSION] [AUTHENTICATE STATUS: {type.ToString()}]."); } else { LoginErrorResponsePacket packet = new LoginErrorResponsePacket { Identifier = 0, Error = type }; SendPacket(packet); server.Log($"[SESSION] [AUTHENTICATE STATUS: {type.ToString()}]."); } }
private void Authenticate(ErrorsType type, LoginRequestDataPacket request) { if (type == ErrorsType.NoError) { Id = request.Identifier; LoginResponsePacket packet = new LoginResponsePacket(); SendPacket(packet); LogFactory.GetLog(server.Name).LogInfo($"[SESSION] [AUTHENTICATE STATUS: {type.ToString()}]."); } else { LoginErrorResponsePacket packet = new LoginErrorResponsePacket { Identifier = 0, Error = type }; SendPacket(packet); LogFactory.GetLog(server.Name).LogInfo($"[SESSION] [AUTHENTICATE STATUS: {type.ToString()}]."); } }