📄 gcreconnectlogin.cpp
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//----------------------------------------------------------------------// // Filename : GCReconnectLogin.cpp // Written By : reiot@ewestsoft.com// Description : // //----------------------------------------------------------------------// include files#include "GCReconnectLogin.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 GCReconnectLogin::read ( SocketInputStream & iStream ) throw ( ProtocolException , Error ){ __BEGIN_TRY //-------------------------------------------------- // read game server's ip //-------------------------------------------------- BYTE szLoginServerIP; iStream.read( szLoginServerIP ); if ( szLoginServerIP == 0 ) throw InvalidProtocolException("szLoginServerIP == 0"); if ( szLoginServerIP > 15 ) throw InvalidProtocolException("too long IP length"); iStream.read( m_LoginServerIP , szLoginServerIP ); //-------------------------------------------------- // read game server's port //-------------------------------------------------- iStream.read( m_LoginServerPort ); //-------------------------------------------------- // 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 GCReconnectLogin::write ( SocketOutputStream & oStream ) const throw ( ProtocolException , Error ){ __BEGIN_TRY //-------------------------------------------------- // write game server's ip //-------------------------------------------------- BYTE szLoginServerIP = m_LoginServerIP.size(); if ( szLoginServerIP == 0 ) throw InvalidProtocolException("szLoginServerIP == 0"); if ( szLoginServerIP > 15 ) throw InvalidProtocolException("too long IP length"); oStream.write( szLoginServerIP ); oStream.write( m_LoginServerIP ); //-------------------------------------------------- // write game server's port //-------------------------------------------------- oStream.write( m_LoginServerPort ); //-------------------------------------------------- // write auth-key //-------------------------------------------------- oStream.write( m_Key ); __END_CATCH}//----------------------------------------------------------------------// execute packet's handler//----------------------------------------------------------------------void GCReconnectLogin::execute ( Player * pPlayer ) throw ( ProtocolException , Error ){ __BEGIN_TRY GCReconnectLoginHandler::execute( this , pPlayer ); __END_CATCH}//----------------------------------------------------------------------// get packet's debug string//----------------------------------------------------------------------string GCReconnectLogin::toString () const throw (){ __BEGIN_TRY StringStream msg; msg << "GCReconnectLogin(" << "LoginServerIP:" << m_LoginServerIP << ",LoginServerPort:" << m_LoginServerPort << ",KEY:" << m_Key << ")" ; return msg.toString(); __END_CATCH}
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