增加ACE安全测试工程
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#pragma once
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#include "GameProto.h"
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namespace Game
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{
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class LoginRequest;
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class ClientTickPacket;
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class HeartBeat;
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class UGCRequest;
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class GameReportReq;
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class NetbaraStatusReq;
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}
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struct GameClient
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{
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int32_t agent_id;
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cyclone::TcpConnectionPtr connection;
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std::string gameAccoundID;
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int32_t gameWorldID;
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AceSdkAccount aceAccount;
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};
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class GameServer
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{
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public:
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static GameServer* getSingleton();
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public:
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void startAndJoin(uint16_t server_port);
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GameClient* getClient(int32_t client_id);
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void onUGCCallback(int32_t connID, int32_t ctxID, const AceSdkUicJudgeResultInfoBatchMultiText* result_info);
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protected:
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void onClientConnected(cyclone::TcpConnectionPtr conn);
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void onClientMessage(cyclone::TcpConnectionPtr conn);
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void onClientClose(cyclone::TcpConnectionPtr conn);
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protected:
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void tick();
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void onClientLoginRequest(cyclone::TcpConnectionPtr conn, Game::LoginRequest* request);
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void onClientTickPacket(cyclone::TcpConnectionPtr conn, Game::ClientTickPacket* request);
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void onClientHeartBeat(cyclone::TcpConnectionPtr conn, Game::HeartBeat* request);
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void onUGCRequest(cyclone::TcpConnectionPtr conn, Game::UGCRequest* request);
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void onReportRequest(cyclone::TcpConnectionPtr conn, Game::GameReportReq* request);
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void onNetbarRequest(cyclone::TcpConnectionPtr conn, Game::NetbaraStatusReq* request);
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private:
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std::map< int32_t, GameClient > m_clients;
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std::map< std::string, int32_t > m_accountToConnectionID;
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cyclone::sys_api::mutex_t m_clients_lock;
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int32_t m_tickSleepSwitch = 0;
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public:
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GameServer();
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~GameServer();
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};
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