public static void OnClientSendIGameMessage(EIGameMessageType _EIGameMessageType, NetIncomingMessage _NetIncomingMessage)
        {
            var var_gameMessageType = _EIGameMessageType;

            switch (var_gameMessageType)
            {
            case EIGameMessageType.RequestPlayerMessage:
                handleRequestPlayerMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.RequestWorldMessage:
                handleRequestWorldMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.RequestRegionMessage:
                handleRequestRegionMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.RequestChunkMessage:
                handleRequestChunkMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.PlayerCommandMessage:
                handlePlayerCommandMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.RequestBlockMessage:
                handleRequestBlockMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.RequestLivingObjectMessage:
                handleRequestLivingObjectMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.CreatureInventoryItemPositionChangeMessage:
                handleCreatureInventoryItemPositionChangeMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.CreatureEquipmentToInventoryMessage:
                handleCreatureEquipmentToInventoryMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.CreatureInventoryToEquipmentMessage:
                handleCreatureInventoryToEquipmentMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateObjectPositionMessage:
                handleUpdateObjectPositionMessage(_NetIncomingMessage);
                break;
            }
        }
        public static void OnClientSendIGameMessage(EIGameMessageType _EIGameMessageType, NetIncomingMessage _NetIncomingMessage)
        {
            var var_gameMessageType = _EIGameMessageType;

            switch (var_gameMessageType)
            {
                case EIGameMessageType.UpdatePlayerMessage:
                    handleUpdatePlayerMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateWorldMessage:
                    handleUpdateWorldMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateRegionMessage:
                    handleUpdateRegionMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateChunkMessage:
                    handleUpdateChunkMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateBlockMessage:
                    handleUpdateBlockMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateObjectMessage:
                    handleUpdateObjectMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateObjectPositionMessage:
                    handleUpdateObjectPositionMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateObjectMovementMessage:
                    handleUpdateObjectMovementMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateObjectHealthMessage:
                    handleUpdateObjectHealthMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.RemoveObjectMessage:
                    handleRemoveObjectMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateCreatureInventoryMessage:
                    handleUpdateCreatureInventoryMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateAnimatedObjectBodyMessage:
                    handleUpdateAnimatedObjectBodyMessage(_NetIncomingMessage);
                    break;
                case EIGameMessageType.UpdateRacesMessage:
                    handleUpdateRacesMessage(_NetIncomingMessage);
                    break;

            }
        }
 public static void OnClientSendIGameMessage(EIGameMessageType _EIGameMessageType, NetIncomingMessage _NetIncomingMessage)
 {
     var var_gameMessageType = _EIGameMessageType;
     switch (var_gameMessageType)
     {
         case EIGameMessageType.RequestPlayerMessage:
             handleRequestPlayerMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.RequestWorldMessage:
             handleRequestWorldMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.RequestRegionMessage:
             handleRequestRegionMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.RequestChunkMessage:
             handleRequestChunkMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.PlayerCommandMessage:
             handlePlayerCommandMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.RequestBlockMessage:
             handleRequestBlockMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.RequestLivingObjectMessage:
             handleRequestLivingObjectMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.CreatureInventoryItemPositionChangeMessage:
             handleCreatureInventoryItemPositionChangeMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.CreatureEquipmentToInventoryMessage:
             handleCreatureEquipmentToInventoryMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.CreatureInventoryToEquipmentMessage:
             handleCreatureInventoryToEquipmentMessage(_NetIncomingMessage);
             break;
         case EIGameMessageType.UpdateObjectPositionMessage:
             handleUpdateObjectPositionMessage(_NetIncomingMessage);
             break;
     }
 }
        public static void OnClientSendIGameMessage(EIGameMessageType _EIGameMessageType, NetIncomingMessage _NetIncomingMessage)
        {
            var var_gameMessageType = _EIGameMessageType;

            switch (var_gameMessageType)
            {
            case EIGameMessageType.UpdatePlayerMessage:
                handleUpdatePlayerMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateWorldMessage:
                handleUpdateWorldMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateRegionMessage:
                handleUpdateRegionMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateChunkMessage:
                handleUpdateChunkMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateBlockMessage:
                handleUpdateBlockMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateObjectMessage:
                handleUpdateObjectMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdatePreEnvironmentObjectMessage:
                handleUpdatePreEnvironmentObjectMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateObjectPositionMessage:
                handleUpdateObjectPositionMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateObjectMovementMessage:
                handleUpdateObjectMovementMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateObjectHealthMessage:
                handleUpdateObjectHealthMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.RemoveObjectMessage:
                handleRemoveObjectMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateCreatureInventoryMessage:
                handleUpdateCreatureInventoryMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateAnimatedObjectBodyMessage:
                handleUpdateAnimatedObjectBodyMessage(_NetIncomingMessage);
                break;

            case EIGameMessageType.UpdateRacesMessage:
                handleUpdateRacesMessage(_NetIncomingMessage);
                break;
            }
        }