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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Server/RylServerProject/ScriptEngine/VirtualMachine.h
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77
Server/RylServerProject/ScriptEngine/VirtualMachine.h
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#ifndef _VirtualMachine_H_
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#define _VirtualMachine_H_
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#include "STL.h"
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#include "BaseDef.h"
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class CIntermediateCode;
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class CSymbolTable;
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struct SFuncType;
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class CRelocTable;
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typedef char * va_list;
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///////////////////////////////////////////////////////////////////////////////////
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//
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void RegisterAllocatedMemory( void * );
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void UnregisterAllocatedMemory( void * );
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///////////////////////////////////////////////////////////////////////////////////
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//
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class CVirtualMachine
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{
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public:
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typedef pair<SFuncType, void*> FUNCINFO;
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typedef multimap<string, FUNCINFO> FUNCMAP;
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typedef set<void*> ALLOCATED;
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protected:
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void * m_pBuffer;
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void * m_pGlobalVars; //전역 변수 버퍼
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void * m_pStringBuffer; //m_pBuffer에서 Const버퍼가 시작되는 지점
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void * m_pCodeBuffer; //m_pBuffer에서 Code버퍼가 시작되는 지점
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int m_iCodeSize;
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FUNCMAP * m_pFunctionMap; //커스텀 함수의 이름, 인자와 함수 오프셋 간의 매핑 테이블
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CRelocTable * m_pRelocation; //Relocation Table
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int m_pSysVarOffset[4]; //시스템 변수들에 대한 오프셋 값들.
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char * m_pSysVarBuffer;
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bool m_bRelocated;
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ALLOCATED * m_pAllocatedPtrs;
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protected:
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void SetSysVars();
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public:
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CVirtualMachine();
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~CVirtualMachine();
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void Create( const char * szFilename );
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void Create( const void * pDataBuf, unsigned DataSize ); //메모리 블럭으로부터 생성
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void Create( CIntermediateCode &, CSymbolTable & );
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void Destroy();
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bool Save( const char * szFilename );
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void Execute();
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//인자의 끝에 T_VOID를 꼭 넣어주어야 함!!!
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void RegisterFunction( ANY_FUNCTION, eDataType returnType, const char *, ... );
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void RegisterFunction( ANY_FUNCTION, eDataType, const char *, va_list );
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ScriptFunc GetScriptFunction( eDataType returnType, const char *, ... );
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ScriptFunc GetScriptFunction( eDataType, const char *, va_list );
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void * CallScriptFunction( ScriptFunc );
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void * CallScriptFunction( ScriptFunc, AnyData );
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void * CallScriptFunction( ScriptFunc, AnyData, AnyData );
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void * CallScriptFunction( ScriptFunc, AnyData, AnyData, AnyData );
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void * CallScriptFunction( ScriptFunc, AnyData, AnyData, AnyData, AnyData );
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void * CallScriptFunction( ScriptFunc, AnyData args[], int nArgs );
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// int CallScriptFunction( ScriptFunc, va_list );
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// int CallScriptFunction( ScriptFunc, ... );
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};
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///////////////////////////////////////////////////////////////////////////////////
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#endif
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