Files
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

75 lines
1.5 KiB
C++
Raw Permalink Blame History

This file contains invisible Unicode characters
This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#ifndef _RYL_GAME_SERVER_H_
#define _RYL_GAME_SERVER_H_
#include <Utility/ServerAppFramework/ServerWindowFramework.h>
#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