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📄 agentserversession.cpp

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💻 CPP
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#include "stdafx.h"
#include "AgentServerSession.h"
#include "PacketHandler.h"
#include <PacketStruct.h>
#include <PublicMath.h>
#include "GameServer.h"
#include "ServerSessionFactory.h"
#include "ServerSessionManager.h"
#include "PlayerManager.h"
#include "ObjectFactory.h"
#include "PlayerDisconnectHandler.h"
#include "GameZoneManager.h"

AgentServerSession::AgentServerSession()
{
}

AgentServerSession::~AgentServerSession()
{
}

VOID AgentServerSession::Init()
{
	ServerSession::Init();
}

VOID AgentServerSession::Release()
{
	ServerSession::Release();
}

VOID AgentServerSession::Update()
{
	ServerSession::Update();
}

VOID AgentServerSession::OnConnect( BOOL bSuccess, DWORD dwSessionIndex )
{
	ServerSession::OnConnect( bSuccess, dwSessionIndex );

	if( bSuccess )
	{
		SUNLOG( eFULL_LOG,  "[AgentServerSession::OnConnect] Connected to agent server." );

		ServerSession::SendServerType();
		
	}
}

VOID AgentServerSession::OnDisconnect()
{
	SUNLOG( eFULL_LOG,  "[AgentServerSession::OnDisconnect] Disconnected from Agent Server" );

	g_GameZoneManager.DestroyZoneAll();
	// Link等 蜡历甫 昏力窍绊 DBP俊 舅赴促.
	// 溜, 葛电 蜡历甫 昏力窍绊 DBP俊 舅赴促.
	PlayerDisconnectHandler handler;
	PlayerManager::Instance()->Foreach( handler );

	ServerSession::OnDisconnect();
}

VOID AgentServerSession::OnRecv( BYTE *pMsg, WORD wSize )
{
	PacketHandler::Instance()->ParsePacket_AG( this, (MSG_BASE *)pMsg, wSize );
}

VOID AgentServerSession::OnLogString( char *pszLog )
{
	switch( g_pGameServer->GetServerType() )
	{
	case FIELD_SERVER:
		LogToFile( "NetworkLog_FieldServer.txt", "[AgentSession] %s", pszLog );
		break;
	case BATTLE_SERVER:
		LogToFile( "NetworkLog_BattleServer.txt", "[AgentSession] %s", pszLog );
		break;
	default:
		assert(0);
	}	
}

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