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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40
Server/ManageTool/ManageLibrary/Setup/SetupClient.h
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40
Server/ManageTool/ManageLibrary/Setup/SetupClient.h
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#ifndef _GM_NETWORK_MANAGE_SETUP_CLIENT_H_
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#define _GM_NETWORK_MANAGE_SETUP_CLIENT_H_
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#include <Network/Address/INET_Addr.h>
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namespace ManageSetup
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{
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class ClientSetup
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{
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public:
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static ClientSetup& GetInstance();
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bool SerializeIn(const char* szData_In, unsigned long dwDataLen_In);
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bool SerializeOut(char* szData_InOut, unsigned long& dwDataLen_InOut);
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unsigned long GetExpectedSerializedDataSize();
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void Load(const char* szSetupFileName = ClientSetup::GetInstance().GetSetupFileName());
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void Save(const char* szSetupFileName = ClientSetup::GetInstance().GetSetupFileName());
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const char* GetSetupFileName() { return m_szSetupFileName; }
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void SetSetupFileName(const char* szSetupFileName);
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INET_Addr& GetManageServerAddr() { return m_ManageServerAddr; }
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private:
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ClientSetup();
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~ClientSetup();
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INET_Addr m_ManageServerAddr;
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char m_szSetupFileName[MAX_PATH];
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};
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};
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#endif
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