#include "stdafx.h" #include "GameServerSession.h" #include "PacketHandler.h" #include #include #include GameServerSession::GameServerSession() { } GameServerSession::~GameServerSession() { } VOID GameServerSession::Init() { ServerSession::Init(); } VOID GameServerSession::Release() { ServerSession::Release(); } VOID GameServerSession::Update() { ServerSession::Update(); } VOID GameServerSession::OnRedirect() { } VOID GameServerSession::OnConnect( BOOL bSuccess, DWORD dwNetworkIndex ) { ServerSession::OnConnect( bSuccess, dwNetworkIndex ); } VOID GameServerSession::OnDisconnect() { ServerSession::OnDisconnect(); } VOID GameServerSession::OnRecv( BYTE *pMsg, WORD wSize ) { if( !PacketHandler::Instance()->ParsePacket_GW( this, (MSG_BASE*)pMsg, wSize ) ) { MessageOut(eCRITICAL_LOG, "Invalid packet from game server! ServerType(%d)", GetServerType() ); } } // °ÔÀÓ ¼­¹ö°¡ connect ÇØ¾ß ÇÒ DB ÇÁ¶ô½Ã ¼­¹öÀÇ IP¿Í Æ÷Æ®¸¦ ¾Ë·ÁÁØ´Ù. VOID GameServerSession::SendDBProxyServerInfo() { /* SERVER_INFO dbProxyServerInfo; ServerInfoManager::Instance()->GetDBProxyServerInfo( &dbProxyServerInfo ); MSG_GM_CONNECTION_REQ_DBPROXY_SERVER_INFO_ACK sendMsg; sendMsg.m_byCategory = GM_OTHER; sendMsg.m_byProtocol = GM_CONNECTION_REQ_DBPROXY_SERVER_INFO_ACK; sendMsg.m_wPort = dbProxyServerInfo.wInnerPort; strncpy( sendMsg.m_szIP, dbProxyServerInfo.szInnerIP, MAX_IP_STRING_LEN ); Send( (BYTE*)&sendMsg, sizeof(sendMsg) ); */ }