📄 fieldserversession.cpp
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#include "stdafx.h"
#include "FieldServerSession.h"
#include "PacketHandler.h"
#include "GameServerSession.h"
FieldServerSession::FieldServerSession()
{
}
FieldServerSession::~FieldServerSession()
{
}
VOID FieldServerSession::Init()
{
GameServerSession::Init();
}
VOID FieldServerSession::Release()
{
GameServerSession::Release();
}
VOID FieldServerSession::Update()
{
GameServerSession::Update();
}
VOID FieldServerSession::OnRedirect()
{
GameServerSession::OnRedirect();
MessageOut(eCRITICAL_LOG, "Field server connected.(%s)", GetIP() );
}
VOID FieldServerSession::OnConnect( BOOL bSuccess, DWORD dwNetworkIndex )
{
GameServerSession::OnConnect( bSuccess, dwNetworkIndex );
}
VOID FieldServerSession::OnDisconnect()
{
ServerSession::OnDisconnect();
MessageOut(eCRITICAL_LOG, "Field server disconnected." );
}
VOID FieldServerSession::OnRecv( BYTE *pMsg, WORD wSize )
{
if( PacketHandler::Instance()->ParsePacket_FW( this, (MSG_BASE*)pMsg, wSize ) )
{
return;
}
GameServerSession::OnRecv( pMsg, wSize );
}
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