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>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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#include "stdafx.h"
#include "FieldServerClientDispatch.h"
#include <Network/Packet/PacketCommand.h>
#include <Network/Dispatch/GameClient/ParseCharLoginOut.h>
class CFieldGameClientDispatchTable : public CGameClientDispatchTable
{
public:
static CFieldGameClientDispatchTable& GetInstance();
private:
CFieldGameClientDispatchTable();
};
CFieldGameClientDispatchTable& CFieldGameClientDispatchTable::GetInstance()
{
static CFieldGameClientDispatchTable fieldGameClientDispatchTable;
return fieldGameClientDispatchTable;
}
CFieldGameClientDispatchTable::CFieldGameClientDispatchTable()
{
using namespace GameClientParsePacket;
AddDispatch(CmdCharLogin, ParseCharLogin); // ij<><C4B3><EFBFBD><EFBFBD> <20>α<EFBFBD><CEB1><EFBFBD>
AddDispatch(CmdCharLogout, ParseCharLogout); // ij<><C4B3><EFBFBD><EFBFBD> <20>α׾ƿ<D7BE>
AddDispatch(CmdCharMoveZone, ParseCharMoveZone); // ij<><C4B3><EFBFBD><EFBFBD> <20><> <20>̵<EFBFBD>
AddDispatch(CmdServerZone, ParseServerZone); // ij<><C4B3><EFBFBD><EFBFBD> <20><> <20>̵<EFBFBD>
AddDispatch(CmdCSAuth, ParseCSAuth); // <20><><EFBFBD><EFBFBD> <20>ڵ<EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
}
CFieldGameClientDispatch::CFieldGameClientDispatch(CSession& Session)
: CGameClientDispatch(Session, CFieldGameClientDispatchTable::GetInstance())
{
}

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#ifndef _FIELD_SERVER_CLIENT_DISPATCH_H_
#define _FIELD_SERVER_CLIENT_DISPATCH_H_
#include <Network/Dispatch/GameClient/GameClientDispatch.h>
class CFieldGameClientDispatch : public CGameClientDispatch
{
public:
CFieldGameClientDispatch(CSession& Session);
};
#endif

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#include "stdafx.h"
#include "SendGameServerPacket.h"
#include <Network/Stream/SendStream.h>
#include <Network/Winsock/SocketFactory.h>
#include <Network/Packet/PacketCommand.h>
#include <Network/Packet/PacketStruct/ServerPacket.h>
#include <Network/Packet/PacketStruct/AddressPacket.h>
/*
bool SendSysServerLogin(CSendStream& SendStream, unsigned long dwServerID_In);
bool GameServerSendPacket::SendSysServerLogin(CSendStream& SendStream, unsigned long dwServerID_In)
{
char* lpBuffer = SendStream.GetBuffer(sizeof(PktSL));
if(NULL != lpBuffer)
{
PktSL* lpPktSL = reinterpret_cast<PktSL*>(lpBuffer);
const int MAX_ADDRESS = 128;
char szAddress[MAX_ADDRESS];
CTCPFactory tcpFactory;
tcpFactory.GetNetworkInfo(szAddress, MAX_ADDRESS);
lpPktSL->m_Address.S_un.S_addr = inet_addr(szAddress);
lpPktSL->m_dwServerID = dwServerID_In;
return SendStream.WrapHeader(sizeof(PktSL), CmdSysServerLogin, 0, 0);
}
return false;
}
*/
bool GameServerSendPacket::SendUpdateAddressAck(CSendStream& SendStream, unsigned long dwCID,
const SOCKADDR_IN& PublicAddr, const SOCKADDR_IN& PrivateAddr)
{
char* lpBuffer = SendStream.GetBuffer(sizeof(PktUAAck));
if(NULL != lpBuffer)
{
PktUAAck* lpPktUAAck = reinterpret_cast<PktUAAck*>(lpBuffer);
lpPktUAAck->m_dwCharID = dwCID;
lpPktUAAck->m_PublicAddress = PublicAddr;
lpPktUAAck->m_PrivateAddress = PrivateAddr;
return SendStream.WrapCrypt(sizeof(PktUAAck), CmdCharUpdateAddress, 0, 0);
}
return false;
}

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#ifndef _SEND_GAME_SERVER_PACKET_H_
#define _SEND_GAME_SERVER_PACKET_H_
#include <winsock2.h>
#include <windows.h>
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CSendStream;
namespace GameServerSendPacket
{
bool SendUpdateAddressAck(CSendStream& SendStream, unsigned long dwCID,
const SOCKADDR_IN& PublicAddr, const SOCKADDR_IN& PrivateAddr);
};
#endif