📄 serversession.h
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#ifndef __SERVER_SESSION_H__
#define __SERVER_SESSION_H__
#pragma once
#include <NetworkObject.h>
class GameServer;
class ServerSession : public NetworkObject
{
friend class GameServer;
public:
ServerSession();
~ServerSession();
virtual VOID Init();
virtual VOID Release();
virtual VOID Update();
virtual VOID OnAccept( DWORD dwNetworkIndex );
virtual VOID OnDisconnect();
virtual VOID OnConnect( BOOL bSuccess, DWORD dwNetworkIndex );
virtual VOID OnRecv( BYTE *pMsg, WORD wSize ) { __UNUSED(pMsg); __UNUSED(wSize); }
virtual VOID OnLogString( char *pszLog );
virtual eSERVER_TYPE GetServerType() { return UNKNOWN_SERVER; }
DWORD GetSessionIndex() { return m_dwSessionIndex; }
VOID SetSessionIndex( DWORD dwIdx ) { m_dwSessionIndex = dwIdx; }
VOID SendServerType();
VOID SetAddr( char *pszIP, WORD wPort );
VOID TryToConnect();
inline std::string& GetConnectIP() { return m_strConnectIP; }
inline WORD GetConnectPort() { return m_wConnectPort; }
inline BOOL IsConnected() { return m_bConnection; }
inline VOID SetForConnect( BOOL bForConnect ) { m_bForConnect = bForConnect; }
inline BOOL IsForConnect() { return m_bForConnect; }
private:
DWORD m_dwSessionIndex;
std::string m_strConnectIP;
WORD m_wConnectPort;
BOOL m_bForConnect;
DWORD m_dwLastHeartbeatTick;
DWORD m_bConnection;
};
#endif // __SERVER_SESSION_H__
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