44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#pragma once
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#include "ServerSession.h"
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class AgentServerSession : public ServerSession
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{
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public:
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AgentServerSession(void);
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~AgentServerSession(void);
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virtual VOID OnRecv( BYTE *pMsg, WORD wSize );
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virtual VOID OnConnect( BOOL bSuccess, DWORD dwNetworkIndex );
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virtual VOID OnAccept( DWORD dwNetworkIndex );
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virtual VOID OnDisconnect();
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eUPDATE_SERVER_TYPE GetServerType(){ return UPDATE_AGENT; }
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// 이 두 함수는 사용되지 않는다! 이 ServerSession과 이어진 UpdateAgent의 AgentKey는 ServerSession::SetServerKey, GetServerKey에 저장된다.
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//VOID SetAgentKey( DWORD dwKey ){ m_dwAgentKey = dwKey; }
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//DWORD GetAgentKey(){ return m_dwAgentKey; }
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#ifdef _NA_006543_20130318_HEARTBEAT
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VOID update();
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VOID SendHeartBeat();
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VOID CheckHeatbeatRecv();
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VOID SetServerStatus(eSERVER_STATUS status) { m_byServerStatus = status; }
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eSERVER_STATUS GetServerStatus() { return (eSERVER_STATUS)m_byServerStatus;}
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#endif
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private:
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//DWORD m_dwAgentKey;
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#ifdef _NA_006543_20130318_HEARTBEAT
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BYTE m_byServerStatus;
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bool m_isRecvHeartbeat; //heartbeat수신을 받았는지 확인
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DWORD m_sendTick;
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DWORD m_recvTick;
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VOID _update_Send_Heartbeat(DWORD curTick);
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VOID _update_Recv_Heartbeat(DWORD curTick);
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#endif
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};
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