knightonline/server/GameServer/AISocket.h

47 lines
1.2 KiB
C++

#pragma once
#include "../shared/KOSocket.h"
#include "MagicProcess.h"
class CAISocket : public KOSocket
{
public:
CAISocket(uint16 socketID, SocketMgr * mgr) : KOSocket(socketID, mgr, 0, 524288, 524288), m_bHasConnected(false) {}
INLINE bool IsReconnecting() { return m_bHasConnected; }
virtual void OnConnect();
virtual bool HandlePacket(Packet & pkt);
void Initialize();
void LoginProcess(Packet & pkt);
void RecvCheckAlive(Packet & pkt);
void RecvServerInfo(Packet & pkt);
void RecvNpcInfoAll(Packet & pkt);
void RecvNpcMoveResult(Packet & pkt);
void RecvNpcAttack(Packet & pkt);
void RecvNpcInfo(Packet & pkt);
void RecvNpcRegionUpdate(Packet & pkt);
void RecvUserExp(Packet & pkt);
void RecvSystemMsg(Packet & pkt);
void RecvNpcGiveItem(Packet & pkt);
void RecvUserFail(Packet & pkt);
void RecvGateDestory(Packet & pkt);
void RecvNpcDead(Packet & pkt);
void RecvNpcInOut(Packet & pkt);
void RecvBattleEvent(Packet & pkt);
void RecvNpcEventItem(Packet & pkt);
void RecvGateOpen(Packet & pkt);
void RecvCompressed(Packet & pkt);
void RecvNpcHpChange(Packet & pkt);
void RecvNpcSpawnRequest(Packet & pkt);
void RegionPacketAdd(Packet & pkt);
virtual void OnDisconnect();
virtual ~CAISocket() {}
private:
bool m_bHasConnected;
};