📄 liangxuserver.cpp
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// LiangxuServer.cpp : implementation file
//
#include "stdafx.h"
#include "liangxu.h"
#include "LiangxuServer.h"
#include "LiangxuDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CLiangxuServer
CLiangxuServer::CLiangxuServer()
{
}
CLiangxuServer::~CLiangxuServer()
{
}
// Do not edit the following lines, which are needed by ClassWizard.
#if 0
BEGIN_MESSAGE_MAP(CLiangxuServer, CSocket)
//{{AFX_MSG_MAP(CLiangxuServer)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#endif // 0
/////////////////////////////////////////////////////////////////////////////
// CLiangxuServer member functions
void CLiangxuServer::OnAccept(int nErrorCode)
{
// TODO: Add your specialized code here and/or call the base class
CSocket::OnAccept(nErrorCode);
((CLiangxuDlg*)(AfxGetApp()->m_pMainWnd))->ShowAccept();
//在这里仅仅添加了这一句,因为CLiangxuDlg类是发送接收消息的主窗口,
//而且应用程序发送接收的消息也在CLiangxuDlg对象实例中进行,
//所以当CLiangxuServer类的对象收到客户机的Connect消息时,
//便可调用CLiangxuDlg对象中的ShowAccept() 函数处理。
}
void CLiangxuServer::OnReceive(int nErrorCode)
{
// TODO: Add your specialized code here and/or call the base class
CSocket::OnReceive(nErrorCode);
((CLiangxuDlg*)(AfxGetApp()->m_pMainWnd))->ShowMsg();
}
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