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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Server/RylServerProject/RylAuthServer/AuthAgentServerTable.h
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50
Server/RylServerProject/RylAuthServer/AuthAgentServerTable.h
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#ifndef _AUTH_AGENT_SERVER_TABLE_H_
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#define _AUTH_AGENT_SERVER_TABLE_H_
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#include <map>
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#include <Thread/Lock.h>
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#include <Network/Packet/PacketStruct/ServerInfo.h>
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#include "AuthAgentDispatch.h"
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// Àü¹æ ÂüÁ¶
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class CSession;
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class CAuthAgentDispatch;
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class CAuthClientDispatch;
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// MultiThread °¡´É.
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class CAuthAgentServerTable
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{
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public:
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static CAuthAgentServerTable& GetInstance();
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void Destroy();
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// Get Data
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void GetPatchServerAddress(unsigned long& dwClientVer,
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char* szPatchAddress_Out, size_t nBufferLen);
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void SetAgentServerInfo(RylServerInfo& ServerInfo);
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void GetAgentServerInfo(RylServerInfo& ServerInfo);
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unsigned long GetServerVersion();
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unsigned long GetServerChecksum();
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// Update Data
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void UpdateServerData(unsigned long dwChecksum,
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unsigned long dwClientVer, const char* szPatchAddress);
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void UpdateChannelUserNum(unsigned short* lpdwClientChannelNum,
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unsigned short usChannelNum);
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private:
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CAuthAgentServerTable();
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~CAuthAgentServerTable();
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typedef CCSLock AuthAgentLock;
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AuthAgentLock m_AuthAgentLock;
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CACHE_PAD(PaddingAgent, sizeof(AuthAgentLock));
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RylServerInfo m_AgentServerInfo;
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};
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#endif
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