void Radar_OnRegionMessage(RegionMessage message) { var snapShot = message as MmoObjectSnapshot; if (snapShot != null) { this.DoProcessThreat(snapShot.Source); } }
/// <summary> /// Called when a <see cref="RegionMessage"/> has been received. /// </summary> private void Region_OnReceive(RegionMessage message) { if (disposed) { return; } message.OnMmoObjectReceive(this); }
/// <summary> /// The on region message receive. /// </summary> /// <param name = "message"> /// The message. /// </param> private void Region_OnReceive(RegionMessage message) { if (this.disposed) { return; } message.OnItemReceive(this); }
void OnRegion_Receive(RegionMessage regionMessage) { // snapShotRequest means a player is entering the region var snapshotRequest = regionMessage as MmoObjectSnapshotRequest; if (snapshotRequest == null) { return; } // double checking to make sure that there is actually one player within the region if (CurrentRegion.NumListeners == 0) { return; } // there is a player within the region so dispose region check and start updating this.DisposeRegionSubscription(); this.updateSubscription = this.CreateUpdateEvent(this.Update, ServerGameSettings.GAME_UPDATE_INTERVAL); }
/// <summary> /// The region receive message. /// </summary> /// <param name = "message"> /// The message. /// </param> private void Region_OnReceive(RegionMessage message) { message.OnInterestAreaReceive(this); }