📄 gameserversession.cpp
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#include "stdafx.h"
#include "GameServerSession.h"
#include "PacketHandler.h"
#include <PacketStruct.h>
#include <PacketStruct_GM.h>
#include <Protocol_GM.h>
GameServerSession::GameServerSession()
{
}
GameServerSession::~GameServerSession()
{
}
VOID GameServerSession::Init()
{
ServerSession::Init();
}
VOID GameServerSession::Release()
{
ServerSession::Release();
}
VOID GameServerSession::Update()
{
ServerSession::Update();
}
VOID GameServerSession::OnRedirect()
{
}
VOID GameServerSession::OnConnect( BOOL bSuccess, DWORD dwNetworkIndex )
{
ServerSession::OnConnect( bSuccess, dwNetworkIndex );
}
VOID GameServerSession::OnDisconnect()
{
ServerSession::OnDisconnect();
}
VOID GameServerSession::OnRecv( BYTE *pMsg, WORD wSize )
{
if( !PacketHandler::Instance()->ParsePacket_GW( this, (MSG_BASE*)pMsg, wSize ) )
{
MessageOut(eCRITICAL_LOG, "Invalid packet from game server! ServerType(%d)", GetServerType() );
}
}
// 霸烙 辑滚啊 connect 秦具 且 DB 橇遏矫 辑滚狼 IP客 器飘甫 舅妨霖促.
VOID GameServerSession::SendDBProxyServerInfo()
{
/*
SERVER_INFO dbProxyServerInfo;
ServerInfoManager::Instance()->GetDBProxyServerInfo( &dbProxyServerInfo );
MSG_GM_CONNECTION_REQ_DBPROXY_SERVER_INFO_ACK sendMsg;
sendMsg.m_byCategory = GM_OTHER;
sendMsg.m_byProtocol = GM_CONNECTION_REQ_DBPROXY_SERVER_INFO_ACK;
sendMsg.m_wPort = dbProxyServerInfo.wInnerPort;
strncpy( sendMsg.m_szIP, dbProxyServerInfo.szInnerIP, MAX_IP_STRING_LEN );
Send( (BYTE*)&sendMsg, sizeof(sendMsg) );
*/
}
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