95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
#include "StdAfx.h"
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CCommonServerClient::CCommonServerClient(CCommonServer *lpCommonServer, SOCKET nSocket, PSOCKADDR_IN pAddrIn)
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: Inherited()
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{
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SetClientSocket(nSocket, pAddrIn);
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m_vFreeList.setLock(&m_vFreeListLock);
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}
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CCommonServerClient::~CCommonServerClient()
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{
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}
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VOID CCommonServerClient::OnDisconnected()
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{
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OutputMsg(rmError, _T("%s =%d"), __FUNCTION__);
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}
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VOID CCommonServerClient::OnError(INT errorCode)
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{
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OutputMsg(rmError, _T("%s 与[%s][serverindex=%d]的连接错误,errcode=%d"),
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__FUNCTION__,
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getClientName(),
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getClientServerIndex(),
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errorCode);
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}
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VOID CCommonServerClient::OnRun()
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{
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}
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VOID CCommonServerClient::OnDispatchRecvPacket(const jxSrvDef::INTERSRVCMD nCmd, CDataPacketReader &inPacket)
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{
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// nCmd ==0 的是心跳包
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if (nCmd <= 0)
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{
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if (nCmd < 0)
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OutputMsg(rmWaning, _T("%s recv unknown msg[id=%d]"), __FUNCTION__, (int)nCmd);
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return;
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}
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CDataPacket *outPacket = AllocSendPacket();
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if (!outPacket)
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{
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OutputMsg(rmError, _T("%s Alloc Packet Failed"), __FUNCTION__);
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return;
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}
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// TODO 这里还需要能找到是哪个逻辑服务器发过来的数据。要不然后面逻辑线程处理数据的时候没法释放数据包
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// 最好数据包头部加上Client的标记,这样就能在逻辑线程处理完数据包的时候正常释放这里分配的数据包对象。
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outPacket->writeBuf(inPacket.getOffsetPtr(), inPacket.getAvaliableLength());
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GetGlobalLogicEngine()->GetNetWorkHandle()->PostInternalMessage(
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SSM_LOGIC_2_COMMONLOGIC_DATA, // 逻辑服务器 -> 公共服务器
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nCmd, // 消息ID
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(INT_PTR)outPacket, // 消息数据
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(UINT_PTR)this); // 用于逻辑线程处理完消息后释放数据包
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}
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CDataPacket* CCommonServerClient::AllocSendPacket()
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{
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if (m_vFreeList.count() <= 0)
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{
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m_vFreeList.flush();
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}
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if (m_vFreeList.count() <= 0)
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{
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allocSendPacketList(m_vFreeList,512);
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}
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CDataPacket* freePacket = m_vFreeList.pop();
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freePacket->setLength(0);
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return freePacket;
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}
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void CCommonServerClient::FreeBackUserDataPacket(CDataPacket* pPacket)
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{
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m_vFreeList.append(pPacket);
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}
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bool CCommonServerClient::OnValidateRegData(const jxSrvDef::PSERVER_REGDATA pRegData)
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{
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if (SERVER_REGDATA::GT_JianXiaoJiangHu == pRegData->GameType &&
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jxSrvDef::GameServer == pRegData->ServerType)
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{
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OutputMsg(rmTip, _T("建立同普通逻辑服务器[目标服务器ServerIndex=%d]的连接"), pRegData->ServerIndex);
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return true;
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}
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return false;
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}
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