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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#ifndef _CHAT_GAME_SERVER_DISPATCH_H_
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#define _CHAT_GAME_SERVER_DISPATCH_H_
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#include <vector>
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#include <Network/Dispatch/RylServerDispatch.h>
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#include <Network/Dispatch/MultiDispatchStorage.h>
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#include <Network/Stream/SendStream.h>
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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struct PktSL; // <20><><EFBFBD><EFBFBD> <20>α<EFBFBD><CEB1><EFBFBD>
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struct PktChatData; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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struct PktFriendDB; // ģ<><C4A3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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struct PktChatRequest; // ä<><C3A4> <20><>Ŷ
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struct PktChatBan; // ä<><C3A4> <20><><EFBFBD><EFBFBD>
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struct PktChatBanInfo; // ä<><C3A4> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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// forward decl.
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class CServerChatPacket;
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class CChatGameServerDispatch : public CRylServerDispatch
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{
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protected:
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enum
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{
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MAX_PACKET_DISPATCH_PER_PULSE = 30,
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MAX_STREAM_BUFFER_SIZE = 16000
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};
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public:
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static CMultiDispatch& GetDispatchTable();
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CChatGameServerDispatch(CSession& Session);
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virtual void Connected();
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virtual void Disconnected();
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unsigned long GetServerID() const { return m_dwServerID; }
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private:
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virtual bool DispatchPacket(PktBase* lpPktBase);
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bool ProcessServerLogin(PktSL* lpPktSL); // <20><><EFBFBD><EFBFBD> <20>α<EFBFBD><CEB1><EFBFBD>
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bool ProcessCharInfoChange(PktChatData* lpChatInfoChange); // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool ProcessUpdateFriendDB(PktFriendDB* lpFriendDB); // ģ<><C4A3> <20><><EFBFBD><EFBFBD> <20>ֱ<EFBFBD>
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bool ProcessChat(PktChatRequest* lpPktChatReq); // ä<><C3A4>
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bool ProcessChatBan(PktChatBan* lpPktChatBan); // ä<><C3A4> <20><><EFBFBD><EFBFBD>
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bool ProcessChatBanInfo(PktChatBanInfo* lpPktChatBanInfo); // ä<><C3A4> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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unsigned long m_dwServerID;
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};
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class CSendChatAllGameServer
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{
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public:
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CSendChatAllGameServer(CServerChatPacket& serverChatPacket);
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bool operator () (unsigned long dwServerID, CPacketDispatch& dispatch);
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private:
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CServerChatPacket& m_ServerChatPacket;
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};
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#endif
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