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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using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using System.Drawing.Imaging;
using System.Reflection;
using System.Runtime.InteropServices;
namespace Support
{
public class Imaging
{
public static Bitmap RotateImage(Image image, float angle)
{
double num9;
double num10;
double num11;
double num12;
if (image == null)
{
throw new ArgumentNullException("image");
}
double width = image.Width;
double height = image.Height;
double num3 = (angle * Math.PI) / 180;
double d = num3;
while (d < 0)
{
d += 2 * Math.PI;
}
if (((d >= 0) && (d < Math.PI / 2)) || ((d >= Math.PI) && (d < Math.PI*1.5)))
{
num9 = Math.Abs(Math.Cos(d)) * width;
num10 = Math.Abs(Math.Sin(d)) * width;
num11 = Math.Abs(Math.Cos(d)) * height;
num12 = Math.Abs(Math.Sin(d)) * height;
}
else
{
num9 = Math.Abs(Math.Sin(d)) * height;
num10 = Math.Abs(Math.Cos(d)) * height;
num11 = Math.Abs(Math.Sin(d)) * width;
num12 = Math.Abs(Math.Cos(d)) * width;
}
double a = num9 + num12;
double num6 = num11 + num10;
int num7 = (int)Math.Ceiling(a);
int num8 = (int)Math.Ceiling(num6);
Bitmap bitmap = new Bitmap(num7, num8);
using (Graphics graphics = Graphics.FromImage(bitmap))
{
Point[] pointArray;
if ((d >= 0) && (d < Math.PI/2))
{
pointArray = new Point[] { new Point((int)num12, 0), new Point(num7, (int)num10), new Point(0, (int)num11) };
}
else if ((d >= Math.PI / 2) && (d < Math.PI))
{
pointArray = new Point[] { new Point(num7, (int)num10), new Point((int)num9, num8), new Point((int)num12, 0) };
}
else if ((d >= Math.PI) && (d < Math.PI*1.5))
{
pointArray = new Point[] { new Point((int)num9, num8), new Point(0, (int)num11), new Point(num7, (int)num10) };
}
else
{
pointArray = new Point[] { new Point(0, (int)num11), new Point((int)num12, 0), new Point((int)num9, num8) };
}
graphics.DrawImage(image, pointArray);
}
return bitmap;
}
public static void BmpAddFast(Bitmap from, Bitmap addTo, Rectangle area)
{
BitmapData bitmapdata = addTo.LockBits(area, ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
byte[] destination = new byte[bitmapdata.Stride * bitmapdata.Height];
Marshal.Copy(bitmapdata.Scan0, destination, 0, destination.Length);
BitmapData bitmapdata2 = from.LockBits(new Rectangle(0,0,from.Width, from.Height), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
byte[] source = new byte[bitmapdata2.Stride * bitmapdata2.Height];
Marshal.Copy(bitmapdata2.Scan0, source, 0, source.Length);
from.UnlockBits(bitmapdata2);
int num = 0;
for (int i = from.Height - 1; i >= 0; i--)
{
for (int j = 0; j < from.Width; j++)
{
destination[num] = source[num++];
destination[num] = source[num++];
destination[num] = source[num++];
}
}
Marshal.Copy(destination, 0, bitmapdata.Scan0, destination.Length);
addTo.UnlockBits(bitmapdata);
}
public static Bitmap BmpGetRegion(Bitmap from, Rectangle area)
{
Color bgra = new Color();
Bitmap addTo = new Bitmap(area.Width, area.Height, PixelFormat.Format24bppRgb);
BitmapData bitmapdata = addTo.LockBits(new Rectangle(0,0,area.Width, area.Height), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
byte[] destination = new byte[bitmapdata.Stride * bitmapdata.Height];
Marshal.Copy(bitmapdata.Scan0, destination, 0, destination.Length);
int num = 0;
for (int i = area.Y; i < from.Height && i<area.Bottom; i--)
{
for (int j = area.X; j < from.Width && j<area.Right; j++)
{
bgra = from.GetPixel(j, i);
destination[num++] = bgra.B;
destination[num++] = bgra.G;
destination[num++] = bgra.R;
}
}
Marshal.Copy(destination, 0, bitmapdata.Scan0, destination.Length);
addTo.UnlockBits(bitmapdata);
return addTo;
}
}
struct ColorBgra
{
public byte A;
public byte R;
public byte B;
public byte G;
public Color ToColor()
{
return Color.FromArgb(A, R, G, B);
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Support")]
[assembly: AssemblyDescription("Support functions for rylCoder")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Home ^.^")]
[assembly: AssemblyProduct("Support")]
[assembly: AssemblyCopyright("Copyright © AlphA 2006-2007")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("08830462-3edb-49da-bfb4-241ff6c602f3")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.832
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Support.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "2.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Support.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{CCB53611-A785-4F42-BFC7-CF66AFD6849B}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Support</RootNamespace>
<AssemblyName>Support</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.XML" />
</ItemGroup>
<ItemGroup>
<Compile Include="Imaging.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Properties\Resources.resx">
<SubType>Designer</SubType>
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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obj\Release\ResolveAssemblyReference.cache
bin\Release\Support.dll
bin\Release\Support.pdb
obj\Release\Support.dll
obj\Release\Support.pdb
bin\Debug\Support.dll
bin\Debug\Support.pdb
obj\Debug\ResolveAssemblyReference.cache
obj\Debug\Support.Properties.Resources.resources
obj\Debug\Support.csproj.GenerateResource.Cache
obj\Debug\Support.dll
obj\Debug\Support.pdb