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/RylChatServer/ChatServerConfig.h
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40
Server/RylServerProject/RylChatServer/ChatServerConfig.h
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#ifndef _GAMA_CHAT_SERVER_CONFIGURATIONS_H_
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#define _GAMA_CHAT_SERVER_CONFIGURATIONS_H_
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#include <string>
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#include <map>
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#include <Network/Session/LimitUserByIP.h>
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class CChatServerConfig
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{
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public:
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static CChatServerConfig& GetInstance();
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//! 파일로부터 셋업을 로드한다. (이전의 내용은 전부 지워진다.)
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bool LoadSetup(const char* szFileName = ms_szDefaultSetupFileName);
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//! 유저 ID와 패스워드를 받아서, 셋업 파일에 존재하는 유저ID/Password인지 확인한다.
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//! 중복 로그인 체크도 겸한다.
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bool Authorize(const char* szUserID, const char* szPassword);
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void Logout(const char* szUserID);
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//! IP제한을 거는 클래스를 넘긴다.
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CLimitUserByIP* GetAllowIP() { return m_lpLimitUserByIP; }
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private:
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CChatServerConfig();
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~CChatServerConfig();
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static const char* ms_szDefaultSetupFileName;
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typedef std::map<std::string, std::pair<std::string, unsigned long> > ChatToolAuthMap;
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ChatToolAuthMap m_ChatToolAuthMap;
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CLimitUserByIP* m_lpLimitUserByIP;
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};
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#endif
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