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📄 bubble_server.h

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// Bubble_Server.h: interface for the Bubble_Server class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_Bubble_Server_H__1C03E390_0396_4E2B_97EB_DFDA7A0DFEF9__INCLUDED_)
#define AFX_Bubble_Server_H__1C03E390_0396_4E2B_97EB_DFDA7A0DFEF9__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#define SERVER_PORT	32327
//struct USER_INFO 
//{
//	uint16	uid_player;			//游戏中角色的id
//	uint32	uid_session;		//连接会话的id
//	uint32	uid_server;			//所属游戏世界服务器的会话id
//};
class Bubble_Server  
{
public:
	bool save_user_info(GameUser* ptr_user);
	bool register_user(GameUser& user, const char* strName);
	GameUser* find_user(const char* strName);
	void on_update_table_info(GameTable* pTable);
	void on_user_leave_table(GameTable* pTable, GameUser* pUser);
	void BroadcastPacket(NET_Packet* pPacket, ULONG id_except=0);
	GameTable* get_table(USHORT id_table);
	void on_user_enter_table(ULONG id_user, USHORT id_table);
	GameUser* get_user(ULONG id_user);
	void StopServer();
	bool StartServer();
	int get_online_count();
	int get_thread_count();
	bool IsActive();
	void DoUpdate();
	void Shutdown();
	BOOL InitServer();
	Bubble_Server();
	virtual ~Bubble_Server();




	TCP_Socket		m_socket_player;
	TCP_Socket		m_socket_game;

//	TCP_Socket

protected:
	virtual void on_login(uint16 uid)														{return;}
	virtual void on_logout(uint16 uid)														{return;}

	Thread_Pool		m_thread_pool;

	std::map<ULONG, GameUser>	m_map_user_info;
	std::map<USHORT, GameTable>	m_map_game;

};

#endif // !defined(AFX_Bubble_Server_H__1C03E390_0396_4E2B_97EB_DFDA7A0DFEF9__INCLUDED_)

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