#Edit I know why it happens and it's fixed.
Authserver is one socket and Gameserver is another. I were thinking of them to be the same, so I just used a dictionary to get the client, which was what I forgot to do.Quote:
How did you fixed it?
public static void ProcessConnection(SocketClient Client)
{
try
{
ConquerClient client = Kernel.ClientFromIP(Client.IP);
if (client != null)
{
Client.Owner = client;
client.SocketClient = Client;
client.CreateDHKey();
}
else
{
Client.Disconnect(false);
}
}
catch (Exception e)
{
Server.ErrorHandler.Handle(e);
}
}