fix: #19 the CBuffer causing server crash
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@@ -106,12 +106,12 @@ void CAudioDlg::OnReceiveComplete(void)
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CString strString;
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strString.Format("Receive %d KBytes", m_nTotalRecvBytes / 1024);
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SetDlgItemText(IDC_TIPS, strString);
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switch (m_ContextObject->InDeCompressedBuffer.GetBuffer(0)[0])
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switch (m_ContextObject->InDeCompressedBuffer.GetBYTE(0))
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{
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case TOKEN_AUDIO_DATA:
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{
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m_AudioObject.PlayBuffer(m_ContextObject->InDeCompressedBuffer.GetBuffer(1),
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m_ContextObject->InDeCompressedBuffer.GetBufferLength() - 1); //<2F><><EFBFBD>Ų<EFBFBD><C5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Buffer tmp = m_ContextObject->InDeCompressedBuffer.GetMyBuffer(1);
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m_AudioObject.PlayBuffer(tmp.Buf(), tmp.length()); //<2F><><EFBFBD>Ų<EFBFBD><C5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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break;
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}
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