lcreconnect.cpp
来自「dk1游戏的原代码文件,完整.编译系统redhat7.3,mysql 3.23 」· C++ 代码 · 共 120 行
CPP
120 行
//----------------------------------------------------------------------// // Filename : LCReconnect.cpp // Written By : reiot@ewestsoft.com// Description : // //----------------------------------------------------------------------// include files#include "LCReconnect.h"//----------------------------------------------------------------------// 涝仿胶飘覆(滚欺)栏肺何磐 单捞鸥甫 佬绢辑 菩哦阑 檬扁拳茄促.//----------------------------------------------------------------------void LCReconnect::read ( SocketInputStream & iStream ) throw ( ProtocolException , Error ){ __BEGIN_TRY //-------------------------------------------------- // read game server's ip //-------------------------------------------------- BYTE szGameServerIP; iStream.read( szGameServerIP ); if ( szGameServerIP == 0 ) throw InvalidProtocolException("szGameServerIP == 0"); if ( szGameServerIP > 15 ) throw InvalidProtocolException("too long IP length"); iStream.read( m_GameServerIP , szGameServerIP ); //-------------------------------------------------- // read game server's port //-------------------------------------------------- iStream.read( m_GameServerPort ); //-------------------------------------------------- // read auth-key //-------------------------------------------------- iStream.read( m_Key ); __END_CATCH} //----------------------------------------------------------------------// 免仿胶飘覆(滚欺)栏肺 菩哦狼 官捞呈府 捞固瘤甫 焊辰促.//----------------------------------------------------------------------void LCReconnect::write ( SocketOutputStream & oStream ) const throw ( ProtocolException , Error ){ __BEGIN_TRY //-------------------------------------------------- // write game server's ip //-------------------------------------------------- BYTE szGameServerIP = m_GameServerIP.size(); if ( szGameServerIP == 0 ) throw InvalidProtocolException("szGameServerIP == 0"); if ( szGameServerIP > 15 ) throw InvalidProtocolException("too long IP length"); oStream.write( szGameServerIP ); oStream.write( m_GameServerIP ); //-------------------------------------------------- // write game server's port //-------------------------------------------------- oStream.write( m_GameServerPort ); //-------------------------------------------------- // write auth-key //-------------------------------------------------- oStream.write( m_Key ); __END_CATCH}//----------------------------------------------------------------------// execute packet's handler//----------------------------------------------------------------------void LCReconnect::execute ( Player * pPlayer ) throw ( ProtocolException , Error ){ __BEGIN_TRY LCReconnectHandler::execute( this , pPlayer ); __END_CATCH}//----------------------------------------------------------------------// get packet's debug string//----------------------------------------------------------------------string LCReconnect::toString () const throw (){ __BEGIN_TRY StringStream msg; msg << "LCReconnect(GameServerIP:" << m_GameServerIP << ",GameServerPort:" << m_GameServerPort << ",KEY:" << m_Key << ")" ; return msg.toString(); __END_CATCH}
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