📄 sendframesocket.cpp
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// SendFrameSocket.cpp : implementation file
//
#include "stdafx.h"
#include "ScreenChattingClient.h"
#include "SendFrameSocket.h"
#include "ScreenChattingClientDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CSendFrameSocket
CSendFrameSocket::CSendFrameSocket()
{
}
CSendFrameSocket::CSendFrameSocket(CScreenChattingClientDlg *pScreenChattingClientDlg)
{
m_pScreenChattingClientDlg=pScreenChattingClientDlg;
}
CSendFrameSocket::~CSendFrameSocket()
{
}
// Do not edit the following lines, which are needed by ClassWizard.
#if 0
BEGIN_MESSAGE_MAP(CSendFrameSocket, CAsyncSocket)
//{{AFX_MSG_MAP(CSendFrameSocket)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#endif // 0
/////////////////////////////////////////////////////////////////////////////
// CSendFrameSocket member functions
void CSendFrameSocket::OnReceive(int nErrorCode)
{
// TODO: Add your specialized code here and/or call the base class
int nBufferSize;
Receive(&nBufferSize,sizeof(int));
BYTE *pJpegData=(BYTE *)malloc(nBufferSize);
Receive(pJpegData,nBufferSize);
m_pScreenChattingClientDlg->ReceiveJpegData(pJpegData,nBufferSize);
free(pJpegData);
CAsyncSocket::OnReceive(nErrorCode);
}
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