Login Handlers
The handlers for anything to do with the login procedure.
Constructors
Properties
the decoder service responsible for decoding login blocks, as the RSA deciphering is fairly expensive, allowing this to be done on a different thread.
the executor used to call net.rsprot.protocol.api.GameConnectionHandler.onLogin and net.rsprot.protocol.api.GameConnectionHandler.onReconnect functions. If the value is set to null, the function will be called directly from Netty's own threads. The default implementation is a ForkJoinPool to ensure that servers don't end up blocking Netty's threads. Servers which already ensure that can simply disable this.
the worker used to verify the validity of the challenge, allowing servers to execute this off of another thread. By default, this will be executed via the calling thread, as this is extremely fast to check.
the provider for proof of work which must be completed before a login can take place. If the provider returns null, no proof of work is used.
the generator for session ids which are initially made at the very beginning when the client establishes a connection. This session id is furthermore passed whenever a login occurs and validated by the library to ensure it matches.
the provider for game stream ciphers, by default, the stream cipher uses the normal OldSchool client implementation.
whether to suppress and kill the channel whenever an invalid login prot is received. This can be useful if the server is susceptible to web crawlers and anything of such nature which could lead into a lot of useless errors being thrown. By default, this is off, and errors will be thrown whenever an invalid prot is received.