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