// --------------------------------------------------------- // CConnection::NewL() // --------------------------------------------------------- // CConnection* CConnection::NewL() { CConnection* conn = new (ELeave) CConnection(); CleanupStack::PushL( conn ); conn->ConstructL(); CleanupStack::Pop( conn ); return conn; }
CConnection* CConnection::NewLC(CSockSession* aSession, CPlayer* aPlayer, const CConnection& aExistingConnection, const Den::TSubSessionUniqueId aSubSessionUniqueId) /** Create a new CConnection object associated with the same interface as that of an existing CConnection object. @param aSession Session under which CConnection was created @param aExistingConnection Existing CConnection object whose interface to associate with @return pointer to new CConnection instance on success @exception leaves if could not allocate memory */ { CConnection* h = new (ELeave) CConnection(aSession, aPlayer, aExistingConnection.iTierId, aSubSessionUniqueId); CleanupStack::PushL(h); h->ConstructL(); h->CloneL(aExistingConnection); return h; }
CConnection* CConnection::NewLC(CSockSession *aSession, CPlayer* aPlayer, TUid aId, const Den::TSubSessionUniqueId aSubSessionUniqueId) /** Create a new CConnection instance @param aSession Session under which CConnection was created @param aId Type Id of CConnection @return pointer to new CConnection instance on success @exception leaves if could not allocate memory */ { CConnection* h = new (ELeave) CConnection(aSession, aPlayer, aId, aSubSessionUniqueId); CleanupStack::PushL(h); h->ConstructL(); ESOCK_DEBUG_REGISTER_GENERAL_NODE(ESockDebug::KConnectionNodeUid, h); return h; }