public FFTaskProcessor(GameServer server) : base(server) { _random = new Random(); _taskHandlers[(int)FFTask.FFTaskType.LoadCourses_Fetch] = LoadCourses_Fetch_Handler; _taskHandlers[(int)FFTask.FFTaskType.LoadCourses_Init] = LoadCourses_Init_Handler; _taskHandlers[(int)FFTask.FFTaskType.LootTable_Init] = LootTable_Init_Handler; _taskHandlers[(int)FFTask.FFTaskType.LootTableRanges_Init] = LootTableRanges_Init_Handler; _taskHandlers[(int)FFTask.FFTaskType.LootRange_Init] = LootRange_Init_Handler; _taskHandlers[(int)FFTask.FFTaskType.ItemTemplate_Fetch] = ItemTemplate_Fetch_Handler; _taskHandlers[(int)FFTask.FFTaskType.ItemTemplate_Init] = ItemTemplate_Init_Handler; _taskHandlers[(int)FFTask.FFTaskType.Build_CourseInfo] = Build_CourseInfo_Handler; _taskHandlers[(int)FFTask.FFTaskType.Build_LootTableInfo] = Build_LootTableInfo_Handler; _taskHandlers[(int)FFTask.FFTaskType.Build_KillLootRanges] = Build_KillLootRanges_Handler; _taskHandlers[(int)FFTask.FFTaskType.Build_PopulateLootTable] = Build_PopulateLootTable_Handler; _taskHandlers[(int)FFTask.FFTaskType.Build_LootRangeCreated] = Build_LootRangeCreated_Handler; _taskHandlers[(int)FFTask.FFTaskType.Build_ItemTemplateInfo] = Build_ItemTemplateInfo_Handler; _taskHandlers[(int)FFTask.FFTaskType.CourseCompleted_Validate] = CourseCompleted_Validate_Handler; _taskHandlers[(int)FFTask.FFTaskType.CourseCompleted_GenerateLoot] = CourseCompleted_GenerateLoot_Handler; _taskHandlers[(int)FFTask.FFTaskType.UserData_Fetch] = UserData_Fetch_Handler; _taskHandlers[(int)FFTask.FFTaskType.UserData_Init] = UserData_Init_Handler; _taskHandlers[(int)FFTask.FFTaskType.Inventory_Fetch] = Inventory_Fetch_Handler; _taskHandlers[(int)FFTask.FFTaskType.Inventory_Init] = Inventory_Init_Handler; // Fetch courses AddTask(new FFTask(FFTask.FFTaskType.LoadCourses_Fetch)); // Fetch item templates AddTask(new FFTask(FFTask.FFTaskType.ItemTemplate_Init)); }
public GSTaskProcessor(GameServer server) : base() { _server = server; _taskHandlers[(int)GSTask.GSTType.CredentialsRequest] = CredentialsRequestHandler; _taskHandlers[(int)GSTask.GSTType.AccountInfoResponse] = AccountInfoResponseHandler; _taskHandlers[(int)GSTask.GSTType.ChatBlockList_Fetch] = ChatBlockListFetchHandler; _taskHandlers[(int)GSTask.GSTType.ChatBlockList_Process] = ChatBlockListProcessHandler; _taskHandlers[(int)GSTask.GSTType.ChatInfo_Process] = ChatInfoProcessHandler; _taskHandlers[(int)GSTask.GSTType.ChatMessage] = ChatMessageHandler; }
public HTaskProcessor(GameServer server) : base(server) { // Add task handlers here _taskHandlers[(int)HTask.HTaskType.GameData_Fetch] = GameData_Fetch_Handler; _taskHandlers[(int)HTask.HTaskType.GameData_Fetched] = GameData_Fetched_Handler; _taskHandlers[(int)HTask.HTaskType.PuzzleComplete_FetchData] = PuzzleComplete_FetchData_Handler; _taskHandlers[(int)HTask.HTaskType.PuzzleComplete_Validate] = PuzzleComplete_Validate_Handler; _taskHandlers[(int)HTask.HTaskType.SpendCoins] = SpendCoins_Handler; _taskHandlers[(int)HTask.HTaskType.TowerData_Fetch] = TowerData_Fetch_Handler; _taskHandlers[(int)HTask.HTaskType.TowerData_Process] = TowerData_Process_Handler; _taskHandlers[(int)HTask.HTaskType.FloorRecord_Process] = FloorRecord_Process_Handler; _taskHandlers[(int)HTask.HTaskType.TutorialData_Store] = TutorialData_Store_Handler; }