Files
Client/Server/RylServerProject/RylServerLibrary/Db/AuthDBComponent.h
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

57 lines
2.7 KiB
C++

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