/// <summary> /// Initialize the Store Tables with GetStoreInventory PaymentItems cached store data /// </summary> public ServerStores(PaymentItemsManager paymentItemsManager) { mPaymentItemsManager = paymentItemsManager; GetStoreArrayFromConfigFile(); UpdateStoreInfo(); }
private void ContinueStateMachineSetup() { mZoneManager = new ZoneIdManager(); mSessionManager = new SessionManager(); mUsersManager = new UsersManager(this); mServerObjectRepository = new ServerObjectRepository(this); mDistributedObjectIdManager = new DistributedObjectIdManager(); mServerEngine = new ServerEngine(mSessionManager, mServerObjectRepository, SendMessageToReflector); mConnectionHandler = new ConnectionHandler(this); // Extensions mRoomManager = new RoomManager(this); mFashionMinigameServer = new FashionMinigameServer(this); mFriendsManager = new FriendsManager(this); mFriendsManager.mFacebookFriendsReceivedEvent += mFashionMinigameServer.FacebookFriendsReady; mAvatarManager = new AvatarManager(this); mPaymentItemsManager = new PaymentItemsManager(this); mEscrowManager = new EscrowManager(this); mServerProcessingLoop.AddServerLoopWorker(RemoteCallToService.CallToServiceCallbackManager); mAdminManager = new AdminManager(this); // This needs to be called to instantiate the instance of TextFilter TextFilter tf = TextFilter.Instance; //this should be the last thing we create in our startup sequence!! the server message processor kicks off a loop to process incoming messages mServerMessageProcessor = new ServerMessageProcessor(this); mServerProcessingLoop.AddServerLoopWorker(mServerMessageProcessor.ServerReflector); }