Files
Client/Server/RylServerProject/RylGameLibrary/Network/ClientSocket/Send/SendLoginout.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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

29 lines
990 B
C++

#ifndef _GAMA_CLIENT_SEND_LOGIN_OUT_H_
#define _GAMA_CLIENT_SEND_LOGIN_OUT_H_
#include <DB/DBDefine.h>
struct _GG_AUTH_DATA;
class ClientSocket;
namespace ClientNet
{
class CClientEventHandler;
}
namespace SendPacket
{
bool CharLogin(ClientSocket& clientSocket, unsigned long dwUID, unsigned long dwCID, unsigned long dwSessionID);
bool CharLogout(ClientNet::CClientEventHandler* lpHandler, unsigned long dwCID, unsigned long dwCloseReason);
bool CharMoveZone(ClientNet::CClientEventHandler* lpHandler, char cZone, char cChannel, POS& NewPos_In);
bool ServerZone(ClientNet::CClientEventHandler* lpHandler, char cZone, char cChannel);
// AuthCodeTypeÀº 1ȤÀº 2ÀÓ
bool CSAuthReturnCode(ClientNet::CClientEventHandler* lpHandler,
unsigned long dwCID, unsigned long dwAuthCodeType,
unsigned long dwReturnCode, const _GG_AUTH_DATA* lpAnswerCode);
bool KeyInfo(ClientNet::CClientEventHandler* lpHandler, unsigned long dwCID, unsigned long* pKeyInfo);
};
#endif