public override void OnReceiveSessionMessage(ServerSessionMessage message) { switch (message.GetMessageType()) { case ServerMessageType.START_SERVER_SESSION: GameSessionManager.OnStartServerSessionMessageReceived((StartServerSessionMessage)message); break; case ServerMessageType.STOP_SERVER_SESSION: GameSessionManager.OnStopServerSessionMessageReceived((StopServerSessionMessage)message); break; case ServerMessageType.UPDATE_SOCKET_SERVER_SESSION: GameMessageManager.OnUpdateSocketServerSessionMessageReceived((UpdateSocketServerSessionMessage)message); break; case ServerMessageType.FORWARD_LOGIC_MESSAGE: GameMessageManager.OnForwardLogicMessageReceived((ForwardLogicMessage)message); break; case ServerMessageType.FORWARD_LOGIC_REQUEST_MESSAGE: GameMessageManager.OnForwardLogicMessageRequestMessageReceived((ForwardLogicRequestMessage)message); break; case ServerMessageType.CHANGE_GAME_STATE: GameMessageManager.OnChangeGameStateMessageReceived((ChangeGameStateMessage)message); break; case ServerMessageType.GAME_MATCHMAKING: GameMessageManager.OnGameMatchmakingMessageReceived((GameMatchmakingMessage)message); break; case ServerMessageType.GAME_MATCHMAKING_RESULT: GameMatchmakingManager.OnGameMatchmakingResultMessageReceived((GameMatchmakingResultMessage)message); break; case ServerMessageType.GAME_START_FAKE_ATTACK: GameMessageManager.OnGameStartFakeAttackMessageReceived((GameStartFakeAttackMessage)message); break; case ServerMessageType.GAME_FRIENDLY_SCOUT: GameMessageManager.OnGameFriendlyScoutMessageReceived((GameFriendlyScoutMessage)message); break; case ServerMessageType.GAME_SPECTATE_LIVE_REPLAY: GameMessageManager.OnGameSpectateLiveReplayMessageReceived((GameSpectateLiveReplayMessage)message); break; } }