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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#include "stdafx.h"
#include "Dispatch.h"
#include "../Session/Session.h"
#include "../../Stream/Buffer/Buffer.h"
#include "../../Stream/Buffer/BufferFactory.h"
#include "PoolDispatchFactory.h"
#include "../../Log/ServerLog.h"
void CEchoDispatch::Connected()
{
DETLOG1(g_Log, "this:0x%p Connected", this);
}
void CEchoDispatch::Disconnected()
{
DETLOG1(g_Log, "this:0x%p Disconnected", this);
}
bool CEchoDispatch::ParsePacket (char* const lpStream_In, unsigned long* dwStreamSIze_InOut)
{
unsigned long dwReceived = *dwStreamSIze_InOut;
CBuffer* lpEchoBuffer = CREATE_BUFFER(m_Session.GetPolicy().GetBufferFactory(), dwReceived);
memcpy(lpEchoBuffer->wr_ptr(), lpStream_In, dwReceived);
lpEchoBuffer->wr_ptr(dwReceived);
return m_Session.SendPending(lpEchoBuffer);
}