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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#include "stdafx.h"
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#include "../ClientSocket.h"
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#include "SendPacket.h"
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#include <Network/ClientNetwork/ClientEventHandler.h>
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#include <Network/ClientNetwork/NetworkMsgBlock.h>
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#include "GMMemory.h"
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bool SendPacket::SendPacket(ClientNet::CClientEventHandler* lpHandler,
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ClientNet::CNetworkMsgBlock* lpNetworkMsgBlock,
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unsigned short Len_In, unsigned char Cmd_In,
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unsigned short State_In, unsigned short Error_In)
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{
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if (0 != lpNetworkMsgBlock &&
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lpNetworkMsgBlock->WrapCrypt(Len_In, Cmd_In, State_In, Error_In) &&
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!ClientSocket::IsNSFlagChainChecked(Cmd_In))
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{
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ClientSocket::SetNSFlagOn( Cmd_In );
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lpHandler->SendPacket(lpNetworkMsgBlock);
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return true;
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}
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ClientNet::CNetworkMsgPool::GetInstance().FreeNetworkMsgBlock(lpNetworkMsgBlock);
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return false;
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}
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bool SendPacket::SendPacket(ClientNet::CClientEventHandler* lpHandler,
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ClientNet::CNetworkMsgBlock* lpNetworkMsgBlock,
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unsigned short Len_In, unsigned char Cmd_In, unsigned long Tick_In)
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{
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if (0 != lpNetworkMsgBlock &&
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lpNetworkMsgBlock->WrapCrypt(Len_In, Cmd_In, Tick_In) &&
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!ClientSocket::IsNSFlagChainChecked(Cmd_In))
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{
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ClientSocket::SetNSFlagOn( Cmd_In );
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lpHandler->SendPacket(lpNetworkMsgBlock);
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return true;
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}
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ClientNet::CNetworkMsgPool::GetInstance().FreeNetworkMsgBlock(lpNetworkMsgBlock);
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return false;
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}
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