📄 sendframeserversocket.cpp
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// SendFrameServerSocket.cpp : implementation file
//
#include "stdafx.h"
#include "ScreenChattingServer.h"
#include "SendFrameServerSocket.h"
#include "SendFrameClientSocket.h"
#include "ScreenChattingServerDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CSendFrameServerSocket
CSendFrameServerSocket::CSendFrameServerSocket()
{
m_pScreenChattingServerDlg=NULL;
}
CSendFrameServerSocket::CSendFrameServerSocket(CScreenChattingServerDlg* pScreenChattingServerDlg)
{
m_pScreenChattingServerDlg=pScreenChattingServerDlg;
}
CSendFrameServerSocket::~CSendFrameServerSocket()
{
}
// Do not edit the following lines, which are needed by ClassWizard.
#if 0
BEGIN_MESSAGE_MAP(CSendFrameServerSocket, CAsyncSocket)
//{{AFX_MSG_MAP(CSendFrameServerSocket)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#endif // 0
/////////////////////////////////////////////////////////////////////////////
// CSendFrameServerSocket member functions
void CSendFrameServerSocket::OnAccept(int nErrorCode)
{
// TODO: Add your specialized code here and/or call the base class
CSendFrameClientSocket *pSendFrameClientSocket=new CSendFrameClientSocket;
Accept(*pSendFrameClientSocket);
m_pScreenChattingServerDlg->AddClient(pSendFrameClientSocket);
CAsyncSocket::OnAccept(nErrorCode);
}
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