GameServer
CachePacketSaveActiveQuestRequest.h
[詳解]
1 
7 #ifndef __CACHEPACKETSAVEACTIVEQUESTREQUEST_H__
8 #define __CACHEPACKETSAVEACTIVEQUESTREQUEST_H__
9 
10 #include "PacketBase.h"
12 #include "ProcessPacketBase.h"
13 #include "CacheServerPacketID.h"
14 
15 
20 {
21 
22 public:
23 
30 
31 
32 
37 
38 
43  {
44  }
45 
49  CachePacketSaveActiveQuestRequest(u32 InClientId, u32 InCharacterId, u32 InQuestId)
50  {
51  ClientId = InClientId;
52  CharacterId = InCharacterId;
53  QuestId = InQuestId;
54 
55  }
56 
57 
65  {
67  pStream->Serialize(&CharacterId);
68  pStream->Serialize(&QuestId);
69 
70  return true;
71  }
72 };
73 
74 #endif // #ifndef __CACHEPACKETSAVEACTIVEQUESTREQUEST_H__
unsigned char u8
Definition: TypeDefs.h:6
bool Serialize(MemoryStreamInterface *pStream)
シリアライズ
Definition: CachePacketSaveActiveQuestRequest.h:64
u32 ClientId
Definition: ProcessPacketBase.h:19
u32 CharacterId
キャラクタID
Definition: CachePacketSaveActiveQuestRequest.h:34
virtual bool Serialize(s32 *pValue)=0
アクティブクエスト保存リクエストパケット
Definition: CachePacketSaveActiveQuestRequest.h:19
CachePacketSaveActiveQuestRequest()
コンストラクタ
Definition: CachePacketSaveActiveQuestRequest.h:42
unsigned int u32
Definition: TypeDefs.h:10
virtual bool Serialize(MemoryStreamInterface *pStream)
Definition: ProcessPacketBase.h:22
Definition: MemoryStreamInterface.h:8
CachePacketSaveActiveQuestRequest(u32 InClientId, u32 InCharacterId, u32 InQuestId)
コンストラクタ
Definition: CachePacketSaveActiveQuestRequest.h:49
アクティブクエスト保存リクエストパケット
Definition: CacheServerPacketID.h:83
virtual u8 GetPacketID() const
パケットID取得.
Definition: CachePacketSaveActiveQuestRequest.h:29
Definition: ProcessPacketBase.h:10
u32 QuestId
クエストID
Definition: CachePacketSaveActiveQuestRequest.h:36