#ifndef _RYL_GAME_SERVER_H_ #define _RYL_GAME_SERVER_H_ #include #ifdef AUTH_MY #include "NFAuthClient/AuthClient.h" #endif class CSessionPolicy; class CRylGameServer; class CLimitUserByIP; class CRylGameServer : public CServerWindowFramework #ifdef AUTH_MY , public CPacketEvent #endif { public: static CRylGameServer& GetInstance(); // Desc : RylGameCommands¿¡¼­ È£ÃâÇÏ´Â ÇÔ¼öµé. void StartServer(); void ConnectToRegularAgent(void); void ConnectToAgent(void); void ConnectToLogServer(void); void ConnectToChatServer(void); void PrintStatistics(void); void PrintServerInfo(void); void ReloadSetup(void); CLimitUserByIP* GetClientLimit(void) { return m_lpClientLimit; } #ifdef AUTH_MY public: virtual void EventConnect(BOOL bConnect); virtual void EventIRC(CHAR* strCmd, CHAR* strMsg); virtual void EventCMD(DWORD dwCmd, DWORD dwValue); void Update(unsigned long dwTick); #endif private: virtual bool ApplicationSpecificInit(const TCHAR* szCmdLine); bool InitializeMsgProc(void); bool InitializeCommand(void); bool AddGameProcessThread(void); CRylGameServer(); ~CRylGameServer(); bool InitializeGameObject(void); void DestoryGameObject(void); CSessionPolicy* m_lpClientPolicy; CSessionPolicy* m_lpRegularAgentPolicy; CSessionPolicy* m_lpAgentPolicy; CSessionPolicy* m_lpChatPolicy; CSessionPolicy* m_lpLogPolicy; CLimitUserByIP* m_lpClientLimit; bool m_bStartServer; bool m_bInitialized; }; #endif