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📄 clientsocket.h

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#if !defined(AFX_CLIENTSOCKET_H__5C847562_7A98_11D5_8FC2_5254AB222310__INCLUDED_)
#define AFX_CLIENTSOCKET_H__5C847562_7A98_11D5_8FC2_5254AB222310__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// ClientSocket.h : header file
//

class CServer;
class CPlayer;
class CGame;

/////////////////////////////////////////////////////////////////////////////
// CClientSocket command target

class CClientSocket : public CSocket
{
// Attributes
public:
	CGame*			m_pGame;
	CServer*		m_pServer;
	CPlayer*		m_pPlayer;
	CClientSocket*	m_pOpponent;
	BOOL			m_InGame;
	BOOL			m_GameStart;
// Operations
public:
	CClientSocket(CServer*);
	virtual ~CClientSocket();

// Overrides
public:
	// ClassWizard generated virtual function overrides
	//{{AFX_VIRTUAL(CClientSocket)
	public:
	virtual void OnReceive(int nErrorCode);
	//}}AFX_VIRTUAL

	// Generated message map functions
	//{{AFX_MSG(CClientSocket)
		// NOTE - the ClassWizard will add and remove member functions here.
	//}}AFX_MSG

// Implementation
protected:
};

/////////////////////////////////////////////////////////////////////////////

//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.

#endif // !defined(AFX_CLIENTSOCKET_H__5C847562_7A98_11D5_8FC2_5254AB222310__INCLUDED_)

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