#pragma once #include #include #include "QueryObjects/GameServerQuery.h" //¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬ class ISSQHandlerInDB; //¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬ // // class SSQHandlerInDB : public SSQHandlerBase< SSQHandlerInDB > { friend class ISSQHandlerInDB; public: SSQHandlerInDB(); ~SSQHandlerInDB(); public: VOID SetSerializedInfo( EventStatusQuery::sQUERY& IN rSource ); //BOOLEAN Rewarded( const eEVENT_MODE_MULTIUSE mode ); // º¸»ó,º¹±¸ ó¸® ¿Ï·á»óÅ·ΠÀüȯ //BOOLEAN GetRewardInfo( SSQ_RESERVED_REWARD_INFO& OUT rInfo ) const; //BOOLEAN SetRewardInfo( const SSQ_RESERVED_REWARD_INFO& IN rInfo ); // Game,Agentµî¿¡¼­ º¯°æµÈ Á¤º¸¸¦ ¼³Á¤ÇÒ °ÍÀÌ´Ù. BOOLEAN MakeQuery( STRING_SAFER_QUERY256& OUT rQueryBuff, const DWORD char_guid ); }; //¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬¦¬ // class ISSQHandlerInDB { public: ISSQHandlerInDB() : m_pHandler(0) {} ~ISSQHandlerInDB() { Release(); } public: inline static BOOLEAN IsSSQEventID( const DWORD eventID ) { return SSQHandlerCommon::IsSSQEventID( eventID ); } inline BOOLEAN IsValidState() const { return !!m_pHandler ; } inline SSQHandlerInDB* operator->() { return m_pHandler; } VOID Init(); VOID Release(); private: SSQHandlerInDB* m_pHandler; };