📄 server.h
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// Server.h: interface for the CServer class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SERVER_H__5C847564_7A98_11D5_8FC2_5254AB222310__INCLUDED_)
#define AFX_SERVER_H__5C847564_7A98_11D5_8FC2_5254AB222310__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class CListenSocket;
class CClientSocket;
class CPlayer;
class CGame;
class CWeiQiServerDlg;
class CServer : public CWnd
{
public:
void PlaceMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void QuitGameMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void ChatMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void ExitGameMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void TopTenMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void ListGameMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void JoinMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void CreateMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void NewUserMsg(CClientSocket* pClientSocket,PTSTR pMsg);
void LogInMsg(CClientSocket* pClientSocket,PTSTR pMsg);
UINT m_Port;
UINT m_NumOfClient;
UINT m_NumOfReg;
UINT m_NumOfGame;
CPtrList m_ConnectionList;
CPtrList m_LogInList;
CPtrList m_PlayerList;
CPtrList m_GameList;
CPtrList m_Top10List;
CWeiQiServerDlg* m_pDlg;
CListenSocket* m_pListenSocket;
void PlayerQuit(CClientSocket* pConnectSocket);
BOOL SavePlayer();
BOOL LoadPlayer();
void ShutDownServer();
void StartServer();
void SendMsg(CClientSocket* pClientSocket,CString Msg);
BOOL FetchMsg(CClientSocket* pClientSocket);
CServer(CWeiQiServerDlg*);
virtual ~CServer();
};
#endif // !defined(AFX_SERVER_H__5C847564_7A98_11D5_8FC2_5254AB222310__INCLUDED_)
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