📄 glincomingconnectionokhandler.cpp
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//--------------------------------------------------------------------------------//// Filename : GLIncomingConnectionOKHandler.cpp// Written By : Reiot// Description :////--------------------------------------------------------------------------------// include files#include "GLIncomingConnectionOK.h"#ifdef __LOGIN_SERVER__ #include "LoginPlayer.h" #include "LoginPlayerManager.h" #include "Assert.h" #include "Lpackets/LCReconnect.h"#endif//--------------------------------------------------------------------------------// // GLIncomingConnectionOKHander::execute()// // 霸烙 辑滚肺何磐 GLIncomingConnectionOK 菩哦捞 朝酒坷搁, 肺弊牢 辑滚绰 捞 倾啊啊 // 绢蠢 敲饭捞绢俊 措茄 倾啊牢瘤 茫酒郴具 茄促. 弊 饶, 捞 敲饭捞绢俊霸 LCReconnect// 菩哦阑 带廉拎具 茄促.// //--------------------------------------------------------------------------------void GLIncomingConnectionOKHandler::execute ( GLIncomingConnectionOK * pPacket ) throw ( ProtocolException , Error ){ __BEGIN_TRY __BEGIN_DEBUG_EX#ifdef __LOGIN_SERVER__ try { // 敲饭捞绢 酒捞叼甫 荤侩秦辑 敲饭捞绢 按眉俊 立辟茄促. __ENTER_CRITICAL_SECTION((*g_pLoginPlayerManager)) LoginPlayer * pLoginPlayer = g_pLoginPlayerManager->getPlayer_NOLOCKED( pPacket->getPlayerID() ); if ( pLoginPlayer->getPlayerStatus() == LPS_AFTER_SENDING_LG_INCOMING_CONNECTION ) { // 努扼捞攫飘俊霸 霸烙 辑滚肺 犁立加窍扼绊 舅妨霖促. LCReconnect lcReconnect; lcReconnect.setGameServerIP( pPacket->getHost() ); lcReconnect.setGameServerPort( pPacket->getTCPPort() ); lcReconnect.setKey( pPacket->getKey() ); // LCReconnect 菩哦阑 傈价茄促. pLoginPlayer->sendPacket( &lcReconnect ); //cout << "GLIncomingConnectionOKHandler Send to Client Required Reconnect ServerIP : " << pPacket->getHost() << endl; } else { //cout << "Invalid Player Status.. must be AFTER_SENDING_LG_INCOMING_CONNECTION" << endl; } // 楷搬阑 辆丰茄促. pLoginPlayer->disconnect( UNDISCONNECTED ); // LPM俊辑 昏力茄促. g_pLoginPlayerManager->deletePlayer_NOLOCKED( pLoginPlayer->getSocket()->getSOCKET() ); // LoginPlayer 按眉甫 昏力茄促. SAFE_DELETE(pLoginPlayer); __LEAVE_CRITICAL_SECTION((*g_pLoginPlayerManager)) } catch ( NoSuchElementException & nsee ) { //cout << "Player not exist or already disconnected" << endl; }#endif __END_DEBUG_EX __END_CATCH}
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