📄 serversocket.cpp
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// ServerSocket.cpp : implementation file
//
#include "stdafx.h"
#include "clog.h"
#include "Server.h"
#include "ServerSocket.h"
#include "ReceiveSocket.h"
#include "SocketX.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// ServerSocket
ServerSocket::ServerSocket()
{
}
ServerSocket::~ServerSocket()
{
}
// Do not edit the following lines, which are needed by ClassWizard.
#if 0
BEGIN_MESSAGE_MAP(ServerSocket, CSocket)
//{{AFX_MSG_MAP(ServerSocket)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#endif // 0
/////////////////////////////////////////////////////////////////////////////
// ServerSocket member functions
/////////////////////////////////////////////////////////////////////////////
// CServerSocket
CServerSocket::CServerSocket()
{
}
CServerSocket::~CServerSocket()
{
}
// Do not edit the following lines, which are needed by ClassWizard.
#if 0
BEGIN_MESSAGE_MAP(CServerSocket, CSocket)
//{{AFX_MSG_MAP(CServerSocket)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#endif // 0
/////////////////////////////////////////////////////////////////////////////
// CServerSocket member functions
void CServerSocket::OnAccept(int nErrorCode)
{
theApp.PlayerAdding = TRUE;
if(nErrorCode==0)
{
theApp.AddNewPlayer();
}
else
{
ServerLog.AddLogInfoToBuffer("New Guest Login Failed ,Network subsystem Failed");
}
theApp.PlayerAdding = FALSE;
CSocket::OnAccept(nErrorCode);
}
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