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wnmj/Classes/Mission/PrivateMission.h

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2026-02-13 14:34:15 +08:00
#pragma once
#include "cocos2d.h"
#include "PlatformHeader.h"
#include "SocketMission.h"
enum Type_LinkAction
{
Type_Link_NULL,
Type_Link_Create,
Type_Link_Join,
Type_Link_Auto,
Type_Link_Del,
};
class IPrivateMissionSink
{
public:
virtual ~IPrivateMissionSink(){}
virtual void StartGameScene(CGameServerItem* pServer) = 0;
virtual void CreateAutoRoomInfoResulte(CMD_GR_AutoResulte* pAutoResulte) = 0;
};
class PrivateMission : public CSocketMission
{
public:
PrivateMission();
void setMissionSink(IPrivateMissionSink* pSink);
//<2F><><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5>ӿ<EFBFBD><D3BF><EFBFBD><EFBFBD><EFBFBD>
public:
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void onEventTCPSocketLink();
//<2F><><EFBFBD><EFBFBD><EFBFBD>ر<EFBFBD>
virtual void onEventTCPSocketShut();
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void onEventTCPSocketError(int errorCode);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2>ȡ
virtual bool onEventTCPSocketRead(int main, int sub, void* data, int dataSize);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual bool onEventTCPHeartTick();
//<2F><><EFBFBD><EFBFBD><EFBFBD>ӿ<EFBFBD>
public:
//<2F><><EFBFBD>ͺ<EFBFBD><CDBA><EFBFBD>
virtual bool SendSocketData(uint16 wMainCmdID, uint16 wSubCmdID);
//<2F><><EFBFBD>ͺ<EFBFBD><CDBA><EFBFBD>
virtual bool SendSocketData(uint16 wMainCmdID, uint16 wSubCmdID, void * data, uint16 dataSize);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public:
//////////////////////////////////////////////////////////////////////////
//<2F><>¼<EFBFBD><C2BC>Ϣ
bool OnSocketMainLogon(int sub, void* data, int dataSize);
//////////////////////////////////////////////////////////////////////////
//<2F>û<EFBFBD><C3BB><EFBFBD>Ϣ
bool OnSocketMainUser(int sub, void* data, int dataSize);
//////////////////////////////////////////////////////////////////////////
//ϵͳ<CFB5><CDB3><EFBFBD><EFBFBD>Ϣ
bool OnSocketMainSystem(int sub, void* data, int dataSize);
//ϵͳ<CFB5><CDB3><EFBFBD><EFBFBD>Ϣ
bool OnSocketSubSystemMessage(void* data, int dataSize);
//////////////////////////////////////////////////////////////////////////
//˽<>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>Ϣ
bool OnSocketMainPrivate(int sub, void* data, int dataSize);
//˽<>˳<EFBFBD><CBB3><EFBFBD>Ϣ
bool OnSocketSubPrivateInfo(void* data, int dataSize);
//˽<>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɹ<EFBFBD>
bool OnSocketSubPrivateCreateSuceess(void* data, int dataSize);
//˽<>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
bool OnSocketSubPrivateRoomInfo(void* data, int dataSize);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
bool OnSocketSubCreateAutoResulte(void* data, int dataSize);
//ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
bool OnSocketSubDelAutoResulte(void* data, int dataSize);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ״̬;
bool OnSocketSubAutoUserReady(void* data, int dataSize);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public:
//<2F><><EFBFBD>͵<EFBFBD>¼
virtual bool SendLogonPacket();
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public:
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
void EnterGameScene();
//<2F><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD>˽<EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void SetCreateInfo(CMD_GR_Create_Private* pInfo);
//<2F><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void SetCreateAutoInfo(CMD_GR_AutoRoomInfo* pInfo);
//<2F><><EFBFBD><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void SetDelAutoInfo(CMD_GP_DelAutoRoomInfo* pInfo);
//<2F><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>˽<EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void SetJoinInfo(uint32 dwJoinRoomNum);
//<2F><><EFBFBD>ӷ<EFBFBD><D3B7><EFBFBD><EFBFBD><EFBFBD>
//void ConnectServerByKind(uint16 wDataID);
//<2F><><EFBFBD>ӷ<EFBFBD><D3B7><EFBFBD><EFBFBD><EFBFBD>
void ConnectServerByServerID(uint16 wServerID);
//<2F><><EFBFBD>ӷ<EFBFBD><D3B7><EFBFBD><EFBFBD><EFBFBD>
void ConnectServer(CGameServerItem* pServerItem, bool bServerID=false);
private:
Type_LinkAction m_eLinkAction;
uint32 m_dwMeUserID;
uint16 m_wMeTableID; //<2F><><EFBFBD><EFBFBD>ID
uint16 m_wMeChairID; //<2F><><EFBFBD><EFBFBD>ID
uint16 m_wGameKindID; //<2F><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
uint32 m_dwJoinRoomNum; //Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD>ķ<EFBFBD><C4B7><EFBFBD><EFBFBD><EFBFBD>
CMD_GR_Create_Private m_kCreatePrivateNet;
CMD_GR_AutoRoomInfo m_kAutoRoomInfo;
CMD_GP_DelAutoRoomInfo m_kDelAutoRoomInfo;
CGameServerItem* m_pGameServerItem;
IPrivateMissionSink* m_pPrivateMissionSink; // <20>ص<EFBFBD>
};