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>
57 lines
2.7 KiB
C++
57 lines
2.7 KiB
C++
#ifndef _RYL_AUTH_DB_COMPONENT_H_
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#define _RYL_AUTH_DB_COMPONENT_H_
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// forward decl.
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class CDBComponent;
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namespace DBComponent
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{
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namespace AuthDB
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{
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// ---------------------------------------------------------------------------------
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// 인증 관련
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/*
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unsigned long GetID(HAN_UID Auth_In);
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*/
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bool LoginAuthMyth(CDBComponent& DBComponent, const char *Account_In,
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const char *Password_In, const char *szAddress, AUTH* lpAuthUser_Out);
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// 일본 인증
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bool LoginAuthJapan(CDBComponent& DBComponent, const char *Account_In,
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const char *Password_In, const char *szAddress, AUTH* lpAuthUser_Out);
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bool LoginAuthHan(CDBComponent& DBComponent, const char* szAccount, const char* szPassword, HAN_UID& hanUID);
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bool RegRylGameHan(CDBComponent& DBComponent, char *Account_In, char *Mail_In);
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bool GetAccountByUID(CDBComponent& DBComponent, unsigned long UID_In, char *Account_Out);
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bool GetUIDByAccount(CDBComponent& DBComponent, char *Account_In, char *UID_Out);
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bool GetMythAccountByUID(CDBComponent& DBComponent, unsigned long UID_In, char *Account_Out);
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bool GetMythUIDByAccount(CDBComponent& DBComponent, const char *Account_In, unsigned long *UID_Out);
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bool CheckBlockedUser(CDBComponent& DBComponent, unsigned long UID_In, unsigned char cServerID, LPRE_CMS_CheckUserBlock lpData_Out);
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// 배틀로한 인증 관련
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bool LoginBattleAuthHan(CDBComponent& DBComponent, const char* szAccount, const char* szPassword, HAN_UID& hanUID);
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bool RegBattleRylGameHan(CDBComponent& DBComponent, char* szAccount_In, char* szMail_In);
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bool GetBattleAccountByUID(CDBComponent& DBComponent, unsigned long UID_In, char *Account_Out);
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bool GetBattleUIDByAccount(CDBComponent& DBComponent, char *Account_In, char *UID_Out);
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// 배틀로한은 기존 게임과 UID가 다르다. 그래서 기존 게임 UID로 배틀로한 UID를 얻어내거나
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// 배틀로한 UID로 기존 게임 UID를 얻어낼 필요가 있다.
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bool GetUIDFromBattleUID(CDBComponent& DBComponent, unsigned long dwBattleUID, unsigned long* lpUID);
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bool GetBattleUIDFromUID(CDBComponent& DBComponent, unsigned long dwUID, unsigned long* lpBattleUID);
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// 이관 신청 여부 확인.
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bool GetPCCheckAgreement(CDBComponent& DBComponent, const char* szAccount_In, unsigned long* dwNumber_Out);
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// 가마 독자 서비스 관련 인증
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bool LoginAuthGama(CDBComponent& DBComponent, const char* szAccount, const char* szPassword, unsigned long& dwUID);
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bool GetGamaAccountByUID(CDBComponent& DBComponent, unsigned long dwUID, char* szAccount_Out, int nAccountBufferLen);
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bool GetGamaUIDByAccount(CDBComponent& DBComponent, const char* szAccount, unsigned long& dwUID);
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};
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};
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#endif |