📄 receivesocket.cpp
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// ReceiveSocket.cpp : implementation file
//
#include "stdafx.h"
#include "server.h"
#include "ReceiveSocket.h"
#include "common.h"
#include "clog.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CReceiveSocket
////一些最初的信息设置
CReceiveSocket::CReceiveSocket()
{
PlayerNo = 0;
bo_Login = FALSE;
MsgBufferCount = 0;
bo_MessageReceiving = FALSE;
}
CReceiveSocket::~CReceiveSocket()
{
}
// Do not edit the following lines, which are needed by ClassWizard.
#if 0
BEGIN_MESSAGE_MAP(CReceiveSocket, CSocket)
//{{AFX_MSG_MAP(CReceiveSocket)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#endif // 0
/////////////////////////////////////////////////////////////////////////////
// CReceiveSocket member functions
void CReceiveSocket::OnReceive(int nErrorCode)
{
// TODO: Add your specialized code here and/or call the base class
//theApp.MessageReceiving = TRUE;
bo_MessageReceiving = TRUE;
if(!bo_Login)
{
theApp.GetNewPlayerName(this);
bo_Login = TRUE;
return;
}
char *ch_TempBuffer=new char[MAX_MESSAGE];
Receive(ch_TempBuffer,MAX_MESSAGE,0);
MsgBuffer[MsgBufferCount]=ch_TempBuffer;
MsgBufferCount++;
bo_MessageReceiving = FALSE;
CSocket::OnReceive(nErrorCode);
}
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