//private ConsoleGameServer consoleGameServer; public SocketServer(ConsoleGameServer consoleGameServer) { signal = new AutoResetEvent(false); PacketFactory.Register(PacketIdentity.MoveTo, () => new MoveToPacket()); ServerPacketHandler.Register(PacketIdentity.MoveTo, new MoveToPacketHandler()); PacketFactory.Register(PacketIdentity.AimTo, () => new AimToPacket()); ServerPacketHandler.Register(PacketIdentity.AimTo, new AimToPacketHandler()); PacketFactory.Register(PacketIdentity.Auth, () => new AuthPacket()); ServerPacketHandler.Register(PacketIdentity.Auth, new AuthPacketHandler()); PacketFactory.Register(PacketIdentity.PerformAbility, () => new PerformAbilityPacket()); ServerPacketHandler.Register(PacketIdentity.PerformAbility, new PerformAbilityPacketHandler()); PacketFactory.Register(PacketIdentity.UseItem, () => new UseItemPacket()); ServerPacketHandler.Register(PacketIdentity.UseItem, new UseItemPacketHandler()); PacketFactory.Register(PacketIdentity.MoveItem, () => new MoveItemPacket()); ServerPacketHandler.Register(PacketIdentity.MoveItem, new MoveItemPacketHandler()); PacketFactory.Register(PacketIdentity.ChatMessage, () => new ChatMessagePacket()); ServerPacketHandler.Register(PacketIdentity.ChatMessage, new ChatMessagePacketHandler()); PacketFactory.Register(PacketIdentity.ChatStatus, () => new ChatStatusPacket()); ServerPacketHandler.Register(PacketIdentity.ChatStatus, new ChatStatusPacketHandler()); acceptedQueue = new Queue <Socket>(); onAccept = new AsyncCallback(BeginAcceptCallback); netStatesWithPacketQueue = new ThreadQueue <NetState>(); }