Session

constructor(ctx: ChannelHandlerContext, incomingMessageQueue: Queue<IncomingGameMessage>, outgoingMessageQueueProvider: MessageQueueProvider<OutgoingGameMessage>, counter: GameMessageCounter, consumers: Map<Class<out IncomingGameMessage>, MessageConsumer<R, IncomingGameMessage>>, globalConsumers: List<MessageConsumer<R, IncomingGameMessage>>, loginBlock: LoginBlock<*>, incomingGameMessageConsumerExceptionHandler: IncomingGameMessageConsumerExceptionHandler<R>)

Parameters

R

the receiver of the game message consumers, typically a player

outgoingMessageQueueProvider

the provider for outgoing message queues. One queue is allocated for each possible game server prot category.