📄 masterserversession.cpp
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#include "stdafx.h"
#include "MasterServerSession.h"
#include "PacketHandler.h"
#include "ServerSessionManager.h"
#include "ServerSessionFactory.h"
#include "GameServer.h"
#include <PacketStruct_GM.h>
#include <Protocol_GM.h>
MasterServerSession::MasterServerSession()
{
}
MasterServerSession::~MasterServerSession()
{
}
VOID MasterServerSession::Init()
{
ServerSession::Init();
}
VOID MasterServerSession::Release()
{
ServerSession::Release();
}
VOID MasterServerSession::Update()
{
ServerSession::Update();
}
VOID MasterServerSession::OnConnect( BOOL bSuccess, DWORD dwSessionIndex )
{
ServerSession::OnConnect( bSuccess, dwSessionIndex );
if( bSuccess )
{
SUNLOG( eFULL_LOG, "[MasterServerSession::OnConnect] Connected to master server." );
ServerSession::SendServerType();
}
else
{
//SUNLOG( eFULL_LOG, "Can't connect to master server." );
}
}
VOID MasterServerSession::OnDisconnect()
{
printf( "Disconnected from master server." );
ServerSession::OnDisconnect();
}
VOID MasterServerSession::OnRecv( BYTE *pMsg, WORD wSize )
{
PacketHandler::Instance()->ParsePacket_GM( this, (MSG_BASE *)pMsg, wSize );
}
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