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 _GAMA_CLIENT_EVENT_HANDLER_H_
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#define _GAMA_CLIENT_EVENT_HANDLER_H_
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namespace ClientNet
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{
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// forward decl.
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class CSession;
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class CNetworkMsgBlock;
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class CEventHandler
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{
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public:
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CEventHandler(DWORD dwTimeoutSec = 1)
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: m_dwTimeoutSec(dwTimeoutSec), m_dwLastCalled(0)
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{
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}
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virtual ~CEventHandler() { }
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virtual int OnReceived(CNetworkMsgBlock& msg_block) = 0; // 패킷을 받았을 때 불린다.
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virtual int OnOpen(CSession& ConnSession, int iErrorCode) = 0; // 연결이 완료되었을 때 불린다. (성공/실패. UDP는 해당 없음)
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virtual int OnClose(CSession& CloseSession) = 0; // 연결이 끝났을 때 불린다. (UDP는 해당 없음)
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virtual int OnDispatch(CSession& ReceivedSession) = 0; // 메시지를 처리할 때 불린다.
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virtual int OnTimeout(CSession& Session) = 0; // 지정 시간이 지나면 호출된다. 기본은 매초마다 불린다.
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bool IsTimeout(DWORD dwCurrentTime) const
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{
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return (0 == m_dwLastCalled) ||
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(m_dwLastCalled + (m_dwTimeoutSec * 1000) < dwCurrentTime);
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}
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void UpdateTimeoutCalled(DWORD dwCurrentTime)
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{
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m_dwLastCalled = dwCurrentTime;
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if (0 == m_dwLastCalled) { ++m_dwLastCalled; }
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}
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protected:
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DWORD m_dwTimeoutSec;
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DWORD m_dwLastCalled;
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};
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};
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#endif
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