📄 connectionmessageevent.h
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//connectionMessageEvent.h
/*/////////////////////////////////////////////////////////////////
李亦
2006-7-3
/*/////////////////////////////////////////////////////////////////
#ifndef _CONNECTIONMESSAGEEVENT_H_
#define _CONNECTIONMESSAGEEVENT_H_
#ifndef _RPGNETEVENT_H_
#include "server/conn/RPGNetEvent.h"
#endif
#ifndef _CONNECTIONGHOST_H_
#include "server/conn/GhostConnection.h"
#endif
///////////////////////////////////////////////////////////////////////////////
/// ConnectionMessageEvent
///
/// This event is used inside by the connection and subclasses to message
/// itself when sequencing events occur. Right now, the message event
/// only uses 6 bits to transmit the message, so
class ConnectionMessageEvent : public NetEvent
{
U32 sequence;
U32 message;
U32 ghostCount;
public:
ConnectionMessageEvent(U32 msg=0, U32 seq=0, U32 gc=0)
{ message = msg; sequence = seq; ghostCount = gc;}
void pack(NetConnection *, BitStream *bstream)
{
bstream->write(sequence);
bstream->writeInt(message, 3);
bstream->writeInt(ghostCount, GhostConnection::GhostIdBitSize + 1);
}
void write(NetConnection *, BitStream *bstream)
{
bstream->write(sequence);
bstream->writeInt(message, 3);
bstream->writeInt(ghostCount, GhostConnection::GhostIdBitSize + 1);
}
void unpack(NetConnection *, BitStream *bstream)
{
bstream->read(&sequence);
message = bstream->readInt(3);
ghostCount = bstream->readInt(GhostConnection::GhostIdBitSize + 1);
}
void process(NetConnection *ps)
{
ps->handleConnectionMessage(message, sequence, ghostCount);
}
DECLARE_CONOBJECT(ConnectionMessageEvent);
};
#endif //_CONNECTIONMESSAGEEVENT_H_
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