public RestrictedAccessZone(ServerConfig cfg) : base(cfg) { RegisterCommonHandlers(); MessageDispatch.Add(new MsgWantWHash(), HandleWantWorldHash); MessageDispatch.Add(new MsgEnter(), HandleEnter); MessageDispatch.Add(new MsgNegotiateFlags(), HandleNegotiateFlags); MessageDispatch.Add(new MsgWantSettings(), HandleWantSettings); MessageDispatch.Add(new MsgGetWorld(), HandleGetWorld); }
public GamePlayZone(GameState state) : base(state.ConfigData) { State = state; State.BZDatabase.ValueChanged += this.BZDatabase_ValueChanged; RegisterCommonHandlers(); MessageDispatch.Add(new MsgAlive(), HandleAlive); MessageDispatch.Add(new MsgPlayerUpdateSmall(), HandlePlayerUpdate); MessageDispatch.Add(new MsgPlayerUpdate(), HandlePlayerUpdate); MessageDispatch.Add(new MsgMessage(), new ServerMessageDispatcher.MessageHandler((x, y) => Chat.HandleChatMessage(x, y as MsgMessage))); MessageDispatch.Add(new MsgShotBegin(), new ServerMessageDispatcher.MessageHandler((x, y) => Shots.HandleShotBegin(x, y as MsgShotBegin))); MessageDispatch.Add(new MsgShotEnd(), new ServerMessageDispatcher.MessageHandler((x, y) => Shots.HandleShotEnd(x, y as MsgShotEnd))); MessageDispatch.Add(new MsgGMUpdate(), new ServerMessageDispatcher.MessageHandler((x, y) => Shots.HandleGMUpdate(x, y as MsgGMUpdate))); MessageDispatch.Add(new MsgKilled(), new ServerMessageDispatcher.MessageHandler((x, y) => Players.HandleKilled(x, y as MsgKilled))); MessageDispatch.Add(new MsgGrabFlag(), new ServerMessageDispatcher.MessageHandler((x, y) => Flags.HandleFlagGrab(x, y as MsgGrabFlag))); MessageDispatch.Add(new MsgDropFlag(), new ServerMessageDispatcher.MessageHandler((x, y) => Flags.HandleDropFlag(x, y as MsgDropFlag))); MessageDispatch.Add(new MsgTransferFlag(), new ServerMessageDispatcher.MessageHandler((x, y) => Flags.HandleFlagTransfer(x, y as MsgTransferFlag))); }