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📄 soccermonitor.h

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#ifndef _SOCCER_MONITOR_H_
#define _SOCCER_MONITOR_H_

#include "defines.h"
#include "UDPSocket.h"
enum MonitorCommand{
	CmdConnect,
	CmdDisconnect,
	CmdReconnect,
	CmdKickoff,
	CmdDropball,
	CmdFoulleft,
	CmdFoulright,
	CmdMoveplayer,
	CmdDiscard,
	CmdSetdisconnected
};
class CSoccerMonitor;
class CMainFrame;
/*******************************************************************************/
/*                         CSocketThread                                       */
/*******************************************************************************/
class CSocketThread : public CWinThread {
public:
	CSocketThread(CSoccerMonitor* pMonitor,CString strHost,UINT nPort);
	virtual ~CSocketThread();
	virtual int Run();
	int SendTo(const char* buf,int len)
	{ return _Socket.SendTo(buf,len); }
	void start() { CreateThread(); } // 线程开始
	void end(); // 线程结束
	bool Valid() { return _Socket.Valid(); } // socket是否可用
	virtual BOOL InitInstance();
private:
	CSoccerMonitor* _pMonitor;
	CUDPSocket _Socket;
	volatile bool _bAlive;
	bool _bValid;
};
/*******************************************************************************/
/*                         CSoccerMonitor                                      */
/*******************************************************************************/
class CSoccerMonitor
{
public:
	CSoccerMonitor(void);
	~CSoccerMonitor(void);
	void init(CMainFrame* pMainFrame) { _pMainFrame = pMainFrame ; }
	bool doCommand(MonitorCommand cmd);
	bool doCommand(MonitorCommand cmd,CPoint p);
	bool doCommand(MonitorCommand cmd,int side,UINT num,CPoint p);
	bool doCommand(MonitorCommand cmd,int side,UINT num);
	bool getCommandStatus(MonitorCommand cmd);
	void addDispInfo(const dispinfo_t2* pInfo);
protected:
	bool doConnect();
	bool doDisconnect(bool bDestructing = false);
	bool doReconnect();
	bool doKickOff();
	bool doFoulLeft(CPoint p);
	bool doFoulRight(CPoint p);
	bool doDropBall(CPoint p);
	bool doFoul(CPoint p,int side);
	bool doDiscard(int side,UINT num);
	bool doMovePlayer(int side,UINT num,CPoint p);
	bool startSocket();
	void send_msg(char* msg);
private:
	CString _ServerHost;
	UINT	_ServerPort;
	bool	_bConnected;
	bool	_bConnectedOnce;
	CSocketThread* _pSocketThread;
	CMainFrame* _pMainFrame;
};
#endif

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