/// <summary> /// Process new GameMessage from MessageController /// </summary> /// <param name="sender"></param> /// <param name="e"></param> protected void OnMessageControllerNewMessageAvailable(object sender, GameMessageEventArgs e) { // Internally process some of the messages that are linked to the connection switch (messageController.Mode) { case ProtocolMode.Login: HandleLoginModeMessage(e.Message); break; case ProtocolMode.Game: HandleGameModeMessage(e.Message); break; } // Add the message to the received Message queue ReceiveQueue.Enqueue(e.Message); }
protected void OnSubControlPacketSend(object sender, GameMessageEventArgs e) { if (PacketSend != null) PacketSend(this, e); }
protected void OnNewMessageAvailable(GameMessageEventArgs e) { if (MessageAvailable != null) MessageAvailable(this, e); }