📄 rmproc.cpp
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#include "stdafx.h"
#include "inetwork.h"
#include "ServerTable.h"
#include "RMDefine.h"
/*
bool CServerTable::SendToProxyServer( char* pMsg, DWORD dwLength )
{
LP_SERVER_DATA pProxyServer = this->m_pOwnProxyServerData[PRIMARY_SERVER];
if( !pProxyServer || (pProxyServer->dwConnectionIndex == 0) )
{
pProxyServer = this->m_pOwnProxyServerData[SECONDARY_SERVER];
}
if( !pProxyServer || (pProxyServer->dwConnectionIndex == 0) )
{
return false;
}
return this->m_pINet->SendToServer( pProxyServer->dwConnectionIndex, pMsg, dwLength, FLAG_SEND_NOT_ENCRYPTION );
}
*/
extern void ReLoadGameServerDataByKeyInput( void );
void RMProc(DWORD dwConnectionIndex, char* pMsg, DWORD dwLength)
{
BYTE header;
memcpy(&header,pMsg+1, 1);
switch(header)
{
case MSG_SHUT_DOWN:
{
//CServerTable *pVoid = NULL;
// pVoid->StartServer(0);
g_pServerTable->DestroyServer( FINISH_TYPE_NORMAL );
}
break;
case MSG_ECHO:
{
//Echo
g_pINet->SendToServer(dwConnectionIndex, pMsg, dwLength, FLAG_SEND_NOT_ENCRYPTION);
}
break;
}
}
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