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>
35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
#ifndef _SEND_USER_LOGINOUT_H_
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#define _SEND_USER_LOGINOUT_H_
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#include <winsock2.h>
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#include <windows.h>
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class CSession;
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class CAuthClientDispatch;
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struct CHAR_VIEW;
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struct sGuildData;
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class CSendStream;
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namespace AuthSendPacket
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{
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bool SendAuthAccount(CAuthClientDispatch* lpDispatch,
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unsigned long UserID_In, unsigned short usErrorCode_In);
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// WORK_LIST 2.1 °èÁ¤ ±¹Àû Ãß°¡
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bool SendUserLogin(CSendStream& SendStream, unsigned long SessionID_In, unsigned long UserID_In, CHAR_VIEW* lpCharView_In,
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sGuildData* lpGuildData_In, unsigned long dwFlag, unsigned char cAccountNation, int nPlayTime, unsigned short usAdminLevel,
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unsigned char cBillingType, unsigned char cBillingUser, unsigned char cLoginType, unsigned short usError_In);
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bool SendUserLogout(unsigned long SessionID_In, unsigned long UserID_In);
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bool SendUserMove(unsigned long SessionID_In, unsigned long UserID_In);
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bool SendServerZone(CSendStream& SendStream, unsigned long ServerID_In,
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const sockaddr_in& gameServerTCPAddress, unsigned short usError_In);
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bool SendUnifiedCharSelectAck(CSendStream& SendStream,
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unsigned long dwUID, unsigned long dwRequestKey, unsigned short usError_In);
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};
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#endif
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