public ServerNetworkService(ILogger logger, IEngineService engineService, IServerSettingsService settingsService, IModuleService moduleService, IPathService pathService, IDataService dataService) { _logger = logger; _engineService = engineService; _settingsService = settingsService; _moduleService = moduleService; _pathService = pathService; _dataService = dataService; _usernameToConnection = new Dictionary <string, NetConnection>(); _connectionToUsername = new Dictionary <NetConnection, string>(); _boundPacketActions = new Dictionary <string, Tuple <Type, Action <string, PacketBase> > >(); }
public ServerGameService( EntityWorld world, IServerSettingsService settingsService, IScriptService scriptService, IDataService dataService, IAppService appService, IServerNetworkService networkService, IScreenService screenService, IObjectMapper objectMapper, ISystemLoader systemLoader) { _world = world; _settingsService = settingsService; _scriptService = scriptService; _dataService = dataService; _appService = appService; _networkService = networkService; _screenService = screenService; _objectMapper = objectMapper; _systemLoader = systemLoader; }
protected override void Initialize() { ServerIOCConfig.Initialize(this); // Any data from the GUI thread needed for the logic thread // needs to be copied here. _settingsService = ServerIOCConfig.Resolve <IServerSettingsService>(); _settingsService.CopySettings(_initialSettings); _moduleService = ServerIOCConfig.Resolve <IModuleService>(); _moduleService.OpenModule(_moduleName); _gameService = ServerGameFactory.GetServerGameService(); _gameService.Initialize(_graphics); _networkService = ServerIOCConfig.Resolve <IServerNetworkService>(); _networkService.OnPlayerConnected += PlayerConnected; _networkService.OnPlayerDisconnected += PlayerDisconnected; base.Initialize(); }
public ServerScreen(EntityWorld world, IEntityFactory entityFactory, IServerNetworkService networkService, IModuleService moduleService, IModuleDataService moduleDataService, IScriptService scriptService, IDataService dataService, IPathService pathService, ILogger logger, IServerSettingsService settingsService) { _world = world; _entityFactory = entityFactory; _networkService = networkService; _moduleService = moduleService; _moduleDataService = moduleDataService; _scriptService = scriptService; _dataService = dataService; _pathService = pathService; _logger = logger; _settingsService = settingsService; }