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>
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63
Server/Billing/한게임 통합빌링 테스트모듈/BillingAsyncSocket.h
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63
Server/Billing/한게임 통합빌링 테스트모듈/BillingAsyncSocket.h
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#pragma once
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#include <deque>
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#include "HanUnitedBillingPacket.h"
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// CBillingAsyncSocket <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Դϴ<D4B4>.
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class CBillingAsyncSocket : public CAsyncSocket
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{
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public:
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enum ConnectionMode
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{
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ACTIVE_CONNECTION,
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PASSIVE_CONNECTION
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};
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static CBillingAsyncSocket* CreateBillingSocket(int nSocketType = SOCK_STREAM, UINT nSocketPort = 0);
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void SendPending(const HanUnitedBilling::GLTransStruct& glTransStruct);
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void SendPacket();
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const SOCKADDR& GetPeerAddr() { return m_PeerAddress; }
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const char* GetPeerAddrString() { return inet_ntoa(reinterpret_cast<SOCKADDR_IN&>(m_PeerAddress).sin_addr); }
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virtual void OnAccept(int nErrorCode);
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virtual void OnReceive(int nErrorCode);
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virtual void OnSend(int nErrorCode);
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virtual void OnClose(int nErrorCode);
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virtual void OnConnect(int nErrorCode);
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LONG AddRef();
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LONG Release();
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protected:
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CBillingAsyncSocket();
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virtual ~CBillingAsyncSocket();
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private:
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typedef std::deque<HanUnitedBilling::GLTransStruct> SendPacketList;
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SOCKADDR m_PeerAddress;
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int m_nAddressLen;
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ConnectionMode m_eConnectionMode;
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LONG m_nRefCount;
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SendPacketList m_SendPacketList;
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size_t m_nSendBytesFirstPacket;
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enum
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{
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MAX_RECV_BUFFER = sizeof(HanUnitedBilling::GLTransStruct) * 10
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};
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char m_szRecvBuffer[MAX_RECV_BUFFER];
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size_t m_nBufferUsed;
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};
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