static cacheFactory() { CreatePath(); AccaountCache = new AccountCache(NameAndPath["AccountFile"]); UserCache = new UserCache(); PosCache = new PosCache(); SkillCache = new SkillCache(); InventoryCache = new InventoryCache(); }
protected override void RegisterStaticInventoryCache(IItemSpecCache cache) { InventoryHandler persister = null; if (UseFileDataStore) { persister = new InventoryHandler(this); persister.Init(); } StaticInventoryCache.Instance = new InventoryCache(Engine, persister, persister); _inventoryCache = StaticInventoryCache.Instance; }
public EntityHandler(IGame game, IServer server, IInventoryCache cache) : base(game, "Entity") { _entitiesToLoad = new List <ChunkKey>(); _entitiesToDelete = new List <string>(); _entitiesToSave = new Dictionary <int, EntitySaveData>(); _server = server; _game = game; // take advantage of the fact that entity ids are unique per instance // so to make an entity id more unique - we add the instance id to the save name // this way when restarted and we start re-using the entity ids, we don't have a collision _runInstanceGuid = System.Guid.NewGuid().ToString(); _inventoryCache = cache; }
public MessageHandler(GameServer gameServer, IInventoryCache inventoryCache) { _gameServer = gameServer; _inventoryCache = inventoryCache; }