#include "StdAfx.h" #include ".\shopserversession.h" #if !defined _NA_0_20110613_GAME_SHOP_RENEWAL #include "PacketHandler/PacketHandler.h" #include ".\GameShopManager.h" __IMPL_CUSTOMPOOL_PTR( ShopServerSession ) ShopServerSession::ShopServerSession(void) { } ShopServerSession::~ShopServerSession(void) { } // CHANGES: f110617.1L void ShopServerSession::OnRedirect(DWORD network_index, MSG_SERVER_TYPE* const first_contact_msg) { ServerSession::OnRedirect(network_index, first_contact_msg); } VOID ShopServerSession::OnConnect( BOOL bSuccess, DWORD dwSessionIndex ) { SetIsManualConnect(false); SetConnecting(false); if( bSuccess ) { // CHANGES: f110615.2L, added to solve high-load network bottleneck problem this->UseRecvDualBuffer(10 * 1024 * 1024); // OnConnectSuccess( dwSessionIndex ); SUNLOG( eFULL_LOG, "[ShopServerSession::OnConnect] Connected to Shop server." ); g_GameShopManager.OnStart(); } } VOID ShopServerSession::OnDisconnect() { SUNLOG( eCRITICAL_LOG, "[ShopServerSession::OnDisconnect] Disconnected from Shop Server" ); g_GameShopManager.OnEnd(); ServerSession::OnDisconnect(); } VOID ShopServerSession::OnRecv( BYTE *pMsg, WORD wSize ) { PacketHandler::Instance()->ParsePacket( PACKET_HANDLER_SHOP, this, (MSG_BASE_INTERNAL*)pMsg, wSize ); } BOOL ShopServerSession::Send( BYTE *pMsg, WORD wSize ) { BOOL bSuccess = NetworkObject::Send( pMsg, wSize ); return bSuccess; } #endif //#if !defined _NA_0_20110613_GAME_SHOP_RENEWAL