#include "stdafx.h" #include "Query_RTT.h" #include "AuthFrame.h" VOID QueryControlIp::onResult() { QueryObject::onResult(); AuthFrame::Instance()->ReleaseControlIp(); int Count = 0; while( m_recordSet.IsEndRecord() == false ) { AuthFrame::Instance()->AddControlIp( &m_Record ); m_recordSet.Next(); Count++; } AuthFrame::Instance()->SendControlIp_ToLoginFront(); AuthFrame::Instance()->GetReadyState().SetReadyState( AUTH_READY_CONTROL_IPLIST, TRUE ); SUNLOG( eCRITICAL_LOG, "[QueryControlIp::onResult] Control IP List[%d]", Count ); } VOID QueryGameVersionUpdate::ParseVersion( char* version, BYTE* out ) { char* token; int index = 0; token = ::strtok( version, ". " ); while( token != 0 ) { *( out + index++ ) = atoi( token ); token = ::strtok( 0, ". " ); } } VOID QueryGameVersionUpdate::onResult() { QueryObject::onResult(); static char buff[128]; std::string versionString; while( m_recordSet.IsEndRecord() == false ) { TCHAR ver[20]; ::WideCharToMultiByte( CP_ACP, 0, m_Record.vc_Version, -1, ver, 20, 0, 0 ); GAME_VERSION TempVersion; ParseVersion( ver, ( BYTE* )&TempVersion ); switch( m_Record.ti_Type ) { case GAME_VERSION_PROTOCOL: AuthFrame::Instance()->SetVerProtocol(TempVersion); versionString = "Protocol"; sprintf( buff, "[%d.%d.%d] ", TempVersion.m_ClassA, TempVersion.m_ClassB, TempVersion.m_ClassC ); versionString += buff; break; case GAME_VERSION_LAUNCHER: AuthFrame::Instance()->SetVerLauncher(TempVersion); versionString += "Launcher"; sprintf( buff, "[%d.%d.%d] ", TempVersion.m_ClassA, TempVersion.m_ClassB, TempVersion.m_ClassC ); versionString += buff; break; case GAME_VERSION_MAJOR: AuthFrame::Instance()->SetVerMajor(TempVersion); versionString += "Major"; sprintf( buff, "[%d.%d.%d] ", TempVersion.m_ClassA, TempVersion.m_ClassB, TempVersion.m_ClassC ); versionString += buff; break; case GAME_VERSION_MINOR: AuthFrame::Instance()->SetVerMinor(TempVersion); versionString += "Minor"; sprintf( buff, "[%d.%d.%d]", TempVersion.m_ClassA, TempVersion.m_ClassB, TempVersion.m_ClassC ); versionString += buff; break; } m_recordSet.Next(); } AuthFrame::Instance()->SendGameVersion_ToLoginFront(); AuthFrame::Instance()->GetReadyState().SetReadyState( AUTH_READY_GAMEVERSION, TRUE ); SUNLOG( eCRITICAL_LOG, "[QueryGameVersionUpdate::onResult] %s", versionString.c_str() ); }