GameServer
CachePacketGoldSave.h
[詳解]
1 
7 #ifndef __CACHEPACKETGOLDSAVE_H__
8 #define __CACHEPACKETGOLDSAVE_H__
9 
10 #include "PacketBase.h"
12 #include "ProcessPacketBase.h"
13 #include "CacheServerPacketID.h"
14 
15 
20 {
21 
22 public:
23 
29  virtual u8 GetPacketID() const { return CachePacketID::CacheGoldSave; }
30 
31 
32 
37 
38 
43  {
44  }
45 
49  CachePacketGoldSave(u32 InClientId, u32 InCharacterId, u32 InGold)
50  {
51  ClientId = InClientId;
52  CharacterId = InCharacterId;
53  Gold = InGold;
54 
55  }
56 
57 
65  {
67  pStream->Serialize(&CharacterId);
68  pStream->Serialize(&Gold);
69 
70  return true;
71  }
72 };
73 
74 #endif // #ifndef __CACHEPACKETGOLDSAVE_H__
unsigned char u8
Definition: TypeDefs.h:6
u32 CharacterId
キャラクタID
Definition: CachePacketGoldSave.h:34
u32 ClientId
Definition: ProcessPacketBase.h:19
virtual bool Serialize(s32 *pValue)=0
virtual u8 GetPacketID() const
パケットID取得.
Definition: CachePacketGoldSave.h:29
u32 Gold
ゴールド
Definition: CachePacketGoldSave.h:36
bool Serialize(MemoryStreamInterface *pStream)
シリアライズ
Definition: CachePacketGoldSave.h:64
unsigned int u32
Definition: TypeDefs.h:10
ゴールド保存リクエストパケット
Definition: CacheServerPacketID.h:59
virtual bool Serialize(MemoryStreamInterface *pStream)
Definition: ProcessPacketBase.h:22
ゴールド保存リクエストパケット
Definition: CachePacketGoldSave.h:19
CachePacketGoldSave(u32 InClientId, u32 InCharacterId, u32 InGold)
コンストラクタ
Definition: CachePacketGoldSave.h:49
Definition: MemoryStreamInterface.h:8
CachePacketGoldSave()
コンストラクタ
Definition: CachePacketGoldSave.h:42
Definition: ProcessPacketBase.h:10