// doLogin authenticates the user, sends the login response, and sets up the client for standard packet processing func (svc *GameService) doLogin(client player.Player, username, password string) error { profile, responseCode := svc.auth.LookupProfile(username, password) if responseCode != auth.AuthOkay { client.Conn().Write <- &game_protocol.OutboundLoginResponseUnsuccessful{ Response: encoding.Uint8(responseCode), } client.Conn().Disconnect() return nil } client.SetProfile(profile.(player.Profile)) // Successful login, do all the stuff client.Conn().Write <- &game_protocol.OutboundLoginResponse{ Response: encoding.Uint8(responseCode), Rights: encoding.Uint8(client.Profile().Rights()), Flagged: 0, } client.SetDecodeFunc(svc.decodePacket) go svc.packetConsumer(client) game_event.PlayerLogin.NotifyObservers(client) client.LoadProfile() game_event.PlayerFinishLogin.NotifyObservers(client) go func() { client.Conn().WaitForDisconnect() game_event.PlayerLogout.NotifyObservers(client) }() return nil }