Files
Client/Server/RylServerProject/RylDBAgentServer/Network/Dispatch/GameDispatch.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

118 lines
3.2 KiB
C++

#ifndef _DBAGENT_SERVER_GAME_DISPATCH_H_
#define _DBAGENT_SERVER_GAME_DISPATCH_H_
#include <Network/Dispatch/RylServerDispatch.h>
#include <Network/Dispatch/MultiDispatchStorage.h>
#include <Item/ItemSerialMgr.h>
// forward decl.
struct PktSL;
struct PktBase;
struct PktUK;
struct PktAdmin;
namespace DBAgent
{
class CGameDispatch : public CRylServerDispatch
{
public:
static CMultiDispatch& GetDispatchTable();
enum Const
{
// edith 2008.03.04 CGameDispatch 수정
MAX_PACKET_DISPATCH_PER_PULSE = 100,
MAX_STREAM_BUFFER_SIZE = 16000
};
CGameDispatch(CSession& Session);
virtual ~CGameDispatch();
virtual void Connected();
virtual void Disconnected();
virtual bool DispatchPacket(PktBase* lpPktBase);
void IncCharNum(int nRace);
void DecCharNum(int nRace);
int GetCharNum(int nRace) const; // 항상 실 인원수보다 한명이 많다.
int GetCharNum() const; // 항상 실 인원수보다 한명이 많다.
unsigned long GetServerID() const { return m_dwServerID; }
private:
bool ServerLogin(PktBase* lpPktBase);
bool ServerLogout(PktBase* lpPktBase);
bool UserKillAck(PktBase* lpPktBase);
bool CharAdminCmd(PktBase* lpPktBase);
bool GiveItemToTempInven(PktBase* lpPktBase);
bool ChangeName(PktBase* lpPktBase);
Item::CItemSerialMgr m_GameItemSerialMgr;
// 인원수는 항상 한명이 많게 관리하고, 보여줄때만 1씩 빼서 보여준다.
// 그 이유는 채널의 존재 여부를 인원수가 0인지 아닌지로 파악하기 때문이다.
int m_nHumanNum;
int m_nAkhanNum;
unsigned long m_dwServerID;
};
// 전체 캐릭터 수를 얻어오는 함수자이다. CMultiDispatch::Process 에 사용한다.
class CGetTotalCount
{
public:
CGetTotalCount(unsigned short& usHumanCount, unsigned short& usAkhanCount,
unsigned char& cChannelCount);
bool operator () (unsigned long dwServerID, CPacketDispatch& packetDispatch);
private:
unsigned short& m_usHumanCount;
unsigned short& m_usAkhanCount;
unsigned char& m_cChannelCount;
};
// 존당 캐릭터 수 퍼센티지를 얻어오는 함수자이다. CMultiDispatch::Process 에 사용한다.
class CUserPercentageInZone
{
public:
CUserPercentageInZone(unsigned short* lpChannelUserNum,
unsigned char cZone, unsigned char cChannelNum);
bool operator () (unsigned long dwServerID, CPacketDispatch& packetDispatch);
private:
int m_nMaxUserNum;
unsigned short* m_lpChannelUserNum;
unsigned char m_cZone;
unsigned char m_cChannelNum;
};
// 특정 존의 모든 채널에 패킷을 보낸다.
class CSendPacketToZone
{
public:
CSendPacketToZone(const char* szData, unsigned long dwDataLen,
unsigned char cPacketCmd, unsigned char cZone);
bool operator () (unsigned long dwServerID, CPacketDispatch& packetDispatch);
private:
const char* m_szData;
unsigned long m_dwDataLen;
unsigned char m_cPacketCmd;
unsigned char m_cZone;
};
}
#endif