public void ProcessMessage(IConnection connection, string message, ChatType type) { switch (type) { case ChatType.Notice: break; case ChatType.PrivateWhispered: new SpChatMessage(connection.Player, message, type).Send(connection); break; case ChatType.Guild: GuildService.HandleChatMessage(connection.Player, message); break; case ChatType.Party: PartyService.HandleChatMessage(connection.Player, message); break; case ChatType.Say: VisibleService.Send(connection.Player, new SpChatMessage(connection.Player, message, type)); break; default: PlayerService.Send(new SpChatMessage(connection.Player, message, type)); break; } }
public void ShowShutdownTicks() { for (int i = 60; i != 0; i--) { if (GameServer.TcpServer.Server.Clients.Count == 0) { break; } if (i < 10 || i % 10 == 0) { PlayerService.Send(new SpSystemNotice("Attention! Server will be restarted after " + i + "sec!", i > 10 ? 5 : 1)); PlayerService.Send(new SpChatMessage("Attention! Server will be restarted after " + i + "sec!", ChatType.System)); } Console.WriteLine("!Server will be shutdown! Remaining seconds: " + i); Thread.Sleep(1000); } }