📄 ssocket.h
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///////////////////////////////////////////////////////////////////////////////
// SSocket.h
//
#ifndef __SSOCKET_H
#define __SSOCKET_H
#include "Cbsocket.h"
#include "IOCPSocket.h"
class CIOCPBASE;
class COM;
/////////////////////////////////////////////////////////////////////////////
// CJSocket command target
class CSSocket : public CBSocket
{
// Attributes
public:
int m_SNumber;
int m_ReConnectFlag;
int m_GameType;
int m_GamePort;
int m_DisconnectedCount;
char m_GameName[50];
char m_GameMsg[50];
// Operations
public:
CSSocket( CIOCPBASE *pIocpbase = NULL );
virtual ~CSSocket();
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CSSocket)
public:
virtual void OnClose(int nErrorCode);
virtual void OnSend(int nErrorCode);
//}}AFX_VIRTUAL
public:
void SoftClose();
void AutomataServer(char *pSBuf, int nByte);
void ReceiveData(char *pBuf, int nByte);
int Send( int length, char* pBuf);
int Send( char* pBuf, int length );
int Init( int bufCreateFlag = 0 );
int RecycleRead();
void StopAction();
int AcceptProcess();
int SockCloseProcess(int nError=0);
int SocketDisConnect();
BOOL GetPeerName( CString& addr, unsigned int& port);
void ProcessData();
// Implementation
protected:
};
#endif
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