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>
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
/* TODO : REMOVE HERE
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#ifndef _BROADCAST_PACKET_H
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#define _BROADCAST_PACKET_H
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#include <vector>
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namespace BroadcastInfo
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{
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// 전방 참조
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struct SObject;
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class CObjectInfo;
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struct IProcessBroadcastInfo;
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// 생성 및 관리, 검색, Iteration등등을 수행할 수 있음.
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class CObjectInfoMgr
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{
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public:
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typedef std::vector<CObjectInfo*> ObjectArray;
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typedef ObjectArray::iterator ObjectIterator;
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CObjectInfoMgr() { }
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virtual ~CObjectInfoMgr();
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bool Update(const char* szBuffer_In, unsigned long dwBufferSize, bool bRemove = true);
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void Process(IProcessBroadcastInfo& processBroadcastInfo);
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CObjectInfo* GetObjectInfo(unsigned long dwCID);
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unsigned long GetObjectNum() { return static_cast<unsigned long>(m_ObjectArray.size()); }
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CObjectInfo* CreateOrUpdate(const SObject& object, unsigned long dwCurrentTime);
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void Remove(unsigned long dwCID);
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ObjectIterator begin() { return m_ObjectArray.begin(); }
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ObjectIterator end() { return m_ObjectArray.end(); }
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void clear();
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private:
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void Eliminate(unsigned long dwExceptTime);
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CObjectInfo* Create(const SObject& object);
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ObjectArray m_ObjectArray;
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};
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}
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#endif
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*/ |