📄 gamedbproxysession.cpp
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#include "stdafx.h"
#include <PacketStruct.h>
#include <PacketStruct_DM.h>
#include <Protocol_DM.h>
#include <const.h>
#include "GameDBProxySession.h"
#include "WorldServer.h"
#include "PacketHandler.h"
GameDBProxySession::GameDBProxySession()
{
}
GameDBProxySession::~GameDBProxySession()
{
}
VOID GameDBProxySession::Init()
{
ServerSession::Init();
}
VOID GameDBProxySession::Release()
{
ServerSession::Release();
}
VOID GameDBProxySession::Update()
{
ServerSession::Update();
}
VOID GameDBProxySession::OnRedirect()
{
MessageOut(eCRITICAL_LOG, "Game DB Proxy Connected." );
}
VOID GameDBProxySession::OnConnect( BOOL bSuccess, DWORD dwNetworkIndex )
{
ServerSession::OnConnect( bSuccess, dwNetworkIndex );
if( bSuccess )
{
MessageOut(eCRITICAL_LOG, "Connected to Game DB Proxy." );
}
}
VOID GameDBProxySession::OnDisconnect()
{
ServerSession::OnDisconnect();
MessageOut(eCRITICAL_LOG, "Game DB proxy disconnected." );
}
VOID GameDBProxySession::OnRecv( BYTE *pMsg, WORD wSize )
{
MSG_BASE *pBaseMsg = (MSG_BASE*)pMsg;
PacketHandler::Instance()->ParsePacket_DW( this, (MSG_BASE*)pMsg, wSize );
}
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