lcreconnect.cpp

来自「天之炼狱1服务器端源文件游戏服务端不完整」· C++ 代码 · 共 120 行

CPP
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//----------------------------------------------------------------------// // 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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