bool OnDllProcessAttach() { bool fRet = InitWSA(); InitializeCriticalSection(&g_csGlobalSync); InitializeCriticalSection(&g_csWriteLog); InitializeCriticalSection(&g_csFilterSync); GdiInitialized(); LoadIniConfig(); SetResultTransact( NULL, 1 ); return fRet; }
//构造函数 CClientGameDlg::CClientGameDlg() : CLoveSendClass(IDD_GAME_FRAME) { m_bGameStation = GS_WAIT_SETGAME; //游戏状态 m_iBeginTime = 0; //游戏开始时间 m_iThinkTime = 0; //游戏思考时间 m_iEndWaitTime = 0; //游戏结束后等待时间 m_iCurrentTimeId = 0; //当前计时器ID m_bSound = TRUE; m_bInLisureRoom = FALSE; ::memset(m_iUserCardCount,0,sizeof(m_iUserCardCount)); //各玩家手上的扑克数 ::memset(m_iUserCard,0,sizeof(m_iUserCard)); //各玩家手上的扑克 ::memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount)); //桌面扑克的数目 ::memset(m_iDeskCard,0,sizeof(m_iDeskCard)); //桌面的扑克 ::memset(m_bUserReady,0,sizeof(m_bUserReady)); ::memset(m_bPlayer,0x00,sizeof(m_bPlayer)); ::memset(m_byUserOperatorType,0xff,sizeof(m_byUserOperatorType)); ::memset(m_i64UseAllNote,0x00,sizeof(m_i64UseAllNote)); //每个用户下的总注 m_iAfterWaitAction = 1; //初始化为自动开始 090311a1 JJ //加载配置文件 LoadIniConfig(); }