Restructure repository to include all source folders

Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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// ClientSock.cpp : 구현 파일입니다.
//
#include "stdafx.h"
#include <Network/AsyncSock/ClientSock.h>
#include <Network/SingleSession/ClientSingleSession.h>
#include ".\clientsock.h"
// CClientSock
CClientSock::CClientSock( CSingleSession* Instance ) : m_SingleSession( Instance )
{
m_SingleSession = Instance;
}
CClientSock::~CClientSock()
{
}
// CClientSock 멤버 함수입니다.
void CClientSock::OnReceive(int nErrorCode)
{
// TODO: 여기에 특수화된 코드를 추가 및/또는 기본 클래스를 호출합니다.
m_SingleSession->Recv( );
CAsyncSocket::OnReceive(nErrorCode);
}
void CClientSock::OnClose(int nErrorCode)
{
// TODO: 여기에 특수화된 코드를 추가 및/또는 기본 클래스를 호출합니다.
//MessageBox( NULL, "서버와 연결이 끊어졌습니다.", "알림", MB_OK );
m_SingleSession->Disconnected( );
CAsyncSocket::OnClose(nErrorCode);
}
void CClientSock::OnConnect(int nErrorCode)
{
// TODO: 여기에 특수화된 코드를 추가 및/또는 기본 클래스를 호출합니다.
CSocket::OnConnect(nErrorCode);
}

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#pragma once
// CClientSock 명령 대상입니다.
class CSingleSession;
class CClientSock : public CSocket
{
public:
CClientSock( CSingleSession* Instance );
virtual ~CClientSock();
private:
CSingleSession* m_SingleSession;
public:
virtual void OnReceive(int nErrorCode);
virtual void OnClose(int nErrorCode);
virtual void OnConnect(int nErrorCode);
};