50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
#pragma once
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#include <Struct.h>
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#include <SSQ/SSQHandlerBase.h>
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#include "QueryObjects/GameServerQuery.h"
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//━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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class ISSQHandlerInDB;
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//━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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// <SSQHandlerInDB>
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//
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class SSQHandlerInDB : public SSQHandlerBase< SSQHandlerInDB >
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{
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friend class ISSQHandlerInDB;
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public: SSQHandlerInDB();
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~SSQHandlerInDB();
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public: VOID SetSerializedInfo( EventStatusQuery::sQUERY& IN rSource );
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//BOOLEAN Rewarded( const eEVENT_MODE_MULTIUSE mode ); // 보상,복구 처리 완료상태로 전환
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//BOOLEAN GetRewardInfo( SSQ_RESERVED_REWARD_INFO& OUT rInfo ) const;
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//BOOLEAN SetRewardInfo( const SSQ_RESERVED_REWARD_INFO& IN rInfo ); // Game,Agent등에서 변경된 정보를 설정할 것이다.
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BOOLEAN MakeQuery( STRING_SAFER_QUERY256& OUT rQueryBuff, const DWORD char_guid );
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};
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//━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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//
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class ISSQHandlerInDB
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{
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public: ISSQHandlerInDB()
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: m_pHandler(0)
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{}
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~ISSQHandlerInDB()
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{
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Release();
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}
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public:
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inline static BOOLEAN IsSSQEventID( const DWORD eventID ) { return SSQHandlerCommon::IsSSQEventID( eventID ); }
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inline BOOLEAN IsValidState() const { return !!m_pHandler ; }
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inline SSQHandlerInDB* operator->() { return m_pHandler; }
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VOID Init();
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VOID Release();
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private: SSQHandlerInDB* m_pHandler;
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};
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