/// <summary> /// Process the GameServer requests. /// This method fires the <see cref="OnProcessPacket"/> event to be hooked up by plugins. /// </summary> public DBResult ProcessPlayerRequest(pServer GameServer) { DBResult result = DBResult.NO_ERROR; foreach (DProcessPacket target in OnProcessPacket.GetInvocationList()) { result = target(this, GameServer); if (result != DBResult.NO_ERROR && result != DBResult.PACKET_NOT_HANDLED && result != DBResult.WAIT) { W2Log.Write("CRITICAL ERROR", ELogType.CRITICAL_ERROR); break; } } return(result); }
/// <summary> /// Process the player requests. /// This method fires the <see cref="OnProcessPacket"/> event to be hooked up by plugins. /// </summary> public EPlayerRequestResult ProcessPlayerRequest(CPlayer player) { EPlayerRequestResult result = EPlayerRequestResult.NO_ERROR; foreach (DProcessPacket target in OnProcessPacket.GetInvocationList()) { result = target(this, player); if (result != EPlayerRequestResult.NO_ERROR && result != EPlayerRequestResult.PACKET_NOT_HANDLED) { W2Log.Write("eita", ELogType.CRITICAL_ERROR); break; } } return(result); }