📄 battleserversession.cpp
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#include "stdafx.h"
#include "BattleServerSession.h"
#include "PacketHandler.h"
#include "GameServerSession.h"
BattleServerSession::BattleServerSession()
{
}
BattleServerSession::~BattleServerSession()
{
}
VOID BattleServerSession::Init()
{
GameServerSession::Init();
}
VOID BattleServerSession::Release()
{
GameServerSession::Release();
}
VOID BattleServerSession::Update()
{
GameServerSession::Update();
}
VOID BattleServerSession::OnRedirect()
{
GameServerSession::OnRedirect();
MessageOut( eCRITICAL_LOG, "Battle server connected.(%s)", GetIP() );
}
VOID BattleServerSession::OnConnect( BOOL bSuccess, DWORD dwNetworkIndex )
{
GameServerSession::OnConnect( bSuccess, dwNetworkIndex );
}
VOID BattleServerSession::OnDisconnect()
{
ServerSession::OnDisconnect();
SERVER_KEY key = GetServerKey();
MessageOut( eCRITICAL_LOG, "Battle server disconnected.[%u/%u/%u]", key.GetWorldID(), key.GetChannelID(), key.GetServerID() );
}
VOID BattleServerSession::OnRecv( BYTE *pMsg, WORD wSize )
{
if( PacketHandler::Instance()->ParsePacket_BM( this, (MSG_BASE*)pMsg, wSize ) )
{
return;
}
GameServerSession::OnRecv( pMsg, wSize );
}
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