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📄 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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