📄 agentserversession.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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