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 _BATTLEGROUND_SERVER_MANAGER_H_
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#define _BATTLEGROUND_SERVER_MANAGER_H_
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#pragma once
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#include <vector>
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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class CCharacter;
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namespace VirtualArea
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{
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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class CVirtualArea;
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class CBGServerMap;
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class CBGServerMgr
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{
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public:
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static CBGServerMgr& GetInstance();
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bool CreateBGServerMap();
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void Process();
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bool Enter(CCharacter* lpCharacter, unsigned short wMapIndex, unsigned char cMoveType);
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bool Leave(CCharacter* lpCharacter);
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CVirtualArea* GetVirtualArea(unsigned short wMapIndex);
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bool SendMapList(CCharacter* lpCharacter);
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bool SendResultList(CCharacter* lpCharacter);
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bool SendMapListToAllCharacter();
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typedef std::vector<CBGServerMap* > BGServerMapList;
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void ProcessAllMonster();
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void ProcessMonsterRegenHPAndMP();
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void ProcessSummonMonsterDead();
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void ProcessDeleteItem();
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// Cell BroadCasting
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bool ProcessAllCellPrepareBroadCast();
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bool ProcessAllCellBroadCast(unsigned long dwCurrentPulse);
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private:
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CBGServerMgr();
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~CBGServerMgr();
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void DestroyBGServerMap();
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bool LoginAllMonster();
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void GameAllStart();
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BGServerMapList m_lstBGServerMap;
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};
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}
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#endif // _BATTLEGROUND_SERVER_MANAGER_H_
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