📄 handler_fromgameserver.h
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#ifndef __HANDLER_DG_CHARINFO_H__
#define __HANDLER_DG_CHARINFO_H__
#pragma once
#define Handler_FromGameServer_DECL( p ) static VOID On##p( ServerSession * pServerSession, MSG_BASE * pMsg, WORD wSize )
#define Handler_FromGameServer_IMPL( p ) VOID Handler_FromGameServer::On##p( ServerSession * pServerSession, MSG_BASE * pMsg, WORD wSize )
#include <PacketStruct.h>
class ServerSession;
class Handler_FromGameServer
{
public:
Handler_FromGameServer(){}
~Handler_FromGameServer(){}
Handler_FromGameServer_DECL(DG_WAREHOUSE_START_SYN);
Handler_FromGameServer_DECL(DG_WAREHOUSE_START_DBR);
Handler_FromGameServer_DECL(DG_WAREHOUSE_END_SYN);
//Handler_FromGameServer_DECL(DG_WAREHOUSE_END_DBR);
Handler_FromGameServer_DECL(DG_ITEM_SERIAL_SYN);
Handler_FromGameServer_DECL(DG_CHARINFO_ALL_REQ_SYN);
Handler_FromGameServer_DECL( DG_CHARINFO_ALL_REQ_DBR );
Handler_FromGameServer_DECL(DG_CHARINFO_CHAR_ITEM_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_SKILL_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_QUICK_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_STYLE_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_QUEST_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_WAREHOUSE_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_UDPATE_CMD);
Handler_FromGameServer_DECL(DG_CHARINFO_UDPATE_SYN);
Handler_FromGameServer_DECL(DG_CHARINFO_UDPATE_DBR);
Handler_FromGameServer_DECL(DG_CHARINFO_UDPATE_CMD_DBR);
Handler_FromGameServer_DECL(DG_CONNECTION_RECOVER_SYN);
Handler_FromGameServer_DECL( DG_EVENT_SELECT_SYN );
Handler_FromGameServer_DECL( DG_EVENT_SELECT_DBR );
Handler_FromGameServer_DECL( DG_EVENT_UPDATE_SYN );
Handler_FromGameServer_DECL( DG_EVENT_UPDATE_DBR );
static VOID ExecuteCharacterQuery( ServerSession * pServerSession, DWORD DBIndex, DWORD CharGUID, DWORD UserKey, BYTE Type );
};
#endif // __HANDLER_DG_CHARINFO_H__
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