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 _DBAGENT_SERVER_PART1_DBAGENT_DISPATCH_H_
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#define _DBAGENT_SERVER_PART1_DBAGENT_DISPATCH_H_
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#include <Network/Dispatch/RylServerDispatch.h>
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#include <Network/Dispatch/SingleDispatchStorage.h>
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#include <Community/FriendList.h>
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#include <Community/BanList.h>
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namespace DBAgent
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{
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// Part1 DBAgent<6E><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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class CPart1DBAgentDispatch : public CRylServerDispatch
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{
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public:
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static CSingleDispatch& GetDispatchTable();
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enum Const
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{
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MAX_PACKET_DISPATCH_PER_PULSE = 100,
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MAX_STREAM_BUFFER_SIZE = 16000
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};
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CPart1DBAgentDispatch(CSession& Session);
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virtual ~CPart1DBAgentDispatch();
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virtual void Connected();
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virtual void Disconnected();
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virtual bool DispatchPacket(PktBase* lpPktBase);
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static bool TransferCharPart1ToPart2(CSendStream& SendStream, unsigned long dwUID,
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unsigned char cSelectedServerGroup, unsigned char cSelectedNation,
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unsigned long* lpdwSelectedCID, unsigned char cSelectedCharNum);
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private:
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};
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typedef std::map<unsigned short, unsigned short> QuestDelete;
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typedef std::map<unsigned short, unsigned short> QuestChange;
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}
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#endif
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