public static void SendConnectMapServer(GameSession session, int key, int key2)
{
byte[] defdata = { 232, 16, 67, 3 };
byte[] defdata2 = { 121, 39, 0, 0, 49, 50, 48, 46, 49, 51, 50, 46, 54,
57, 46, 49, 52, 55, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
byte[] ipdata = Coding.GetDefauleCoding().GetBytes(m_GameServerIP);
PacketOut packout = new PacketOut(session.GetGamePackKeyEx());
packout.WriteUInt16(84);
packout.WriteUInt16(PacketProtoco.S_GAMESERVERINFO);
packout.WriteInt32(key);
packout.WriteInt32(key2);
packout.WriteInt32(m_GameServerPort);
packout.WriteBuff(defdata);
packout.WriteBuff(ipdata);
for (int i = 0; i < 28 - ipdata.Length; i++)
{
packout.WriteByte(0);
}
packout.WriteBuff(defdata2);
defdata = packout.Flush();
server.SendData(session.m_Socket, defdata);
}