Beispiel #1
0
        public void Consume(GameClient client, GameMessage message)
        {
            if (message is AssignActiveSkillMessage) OnAssignActiveSkill(client, (AssignActiveSkillMessage)message);
            else if (message is AssignPassiveSkillMessage) OnAssignPassiveSkill(client, (AssignPassiveSkillMessage)message);
            else if (message is PlayerChangeHotbarButtonMessage) OnPlayerChangeHotbarButtonMessage(client, (PlayerChangeHotbarButtonMessage)message);
            else return;

            UpdateClient(client);
            client.FlushOutgoingBuffer();
        }
Beispiel #2
0
 public void Route(GameClient client, GameMessage message)
 {
     switch(message.Consumer)
     {
         case Consumers.Universe:
             this.Consume(client, message);
             break;
         case Consumers.GameManager:
             this.GameManager.Consume(client, message);
             break;
     }
 }
Beispiel #3
0
 public void Route(GameClient client, GameMessage message)
 {
     switch(message.Consumer)
     {
         case Consumers.Universe:
             this.Consume(client, message);
             break;
         case Consumers.PlayerManager:
             this.PlayerManager.Consume(client, message);
             break;
         case Consumers.Skillset:
             client.Player.Hero.Skillset.Consume(client, message);
             break;
     }
 }
Beispiel #4
0
 public void Consume(GameClient client, GameMessage message)
 {
     if (message is TargetMessage) OnToonTargetChange(client, (TargetMessage)message);
 }
Beispiel #5
0
 public void SendMessage(GameMessage msg)
 {
     //Logger.LogOutgoing(msg);
     _outgoingBuffer.EncodeMessage(msg);
 }
Beispiel #6
0
 public void SendMessageNow(GameMessage msg)
 {
     SendMessage(msg);
     FlushOutgoingBuffer();
 }
Beispiel #7
0
 public void EncodeMessage(GameMessage msg)
 {
     WriteInt(9, msg.Id);
     msg.Encode(this);
 }
Beispiel #8
0
 public void Consume(GameClient client, GameMessage message)
 {
     if (message is JoinBNetGameMessage) OnNewPlayer(client, (JoinBNetGameMessage)message);
 }