📄 game_client.h
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// Game_Client.h: interface for the Game_Client class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Game_Client1_H__3AC92A31_47B2_475A_BBBC_2591DE77BFAB__INCLUDED_)
#define AFX_Game_Client1_H__3AC92A31_47B2_475A_BBBC_2591DE77BFAB__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class Game_Client
{
public:
void Disconnect();
BOOL Connect();
void Login(const char* strUser=NULL, const char* strPSW=NULL);
void Logout(uint32 uid);
Game_Client();
virtual ~Game_Client();
virtual void DoUpdate();
public: //向服务器请求动作
void query_speek(uint32 uid, const char* strSpeek);
void query_handle_place(STRUCT_HANDLE_PLACE* p);
void query_handle_unit(STRUCT_HANDLE_UNIT* p);
void query_update_state(STRUCT_UPDATE_STATE* p);
public: //服务器命令
NET_Session* GetSession();
BOOL IsReady();
protected:
virtual void on_speek(uint32 uid_speeker, const char* strSpeek);
virtual void on_login(void* pData);
virtual void on_add_unit(void* pData);
virtual void on_del_unit(void* pData);
virtual void on_handle_place(void* pData);
virtual void on_handle_unit(void* pData);
public:
std::string m_account;
std::string m_password;
uint16 m_unit_type;
//protected:
TCP_Socket m_socket;
uint32 m_id_player;
uint16 m_locate_port;
uint32 m_server_ip;
uint16 m_server_port;
uint16 m_time_connecting;
DWORD m_num_byte_recv;
DWORD m_last_check_net_speed_time;
char m_str_net_speed[50];
};
#endif // !defined(AFX_Game_Client1_H__3AC92A31_47B2_475A_BBBC_2591DE77BFAB__INCLUDED_)
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