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server/gameserver/batchsync.cc
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3
server/gameserver/batchsync.cc
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#include "precompile.h"
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#include "batchsync.h"
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server/gameserver/batchsync.h
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server/gameserver/batchsync.h
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#pragma once
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class BatchSync
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{
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public:
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Room* room = nullptr;
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};
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@ -35,6 +35,7 @@ class MapInstance;
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struct RoomInitInfo;
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struct RoomInitInfo;
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struct FrameEventData;
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struct FrameEventData;
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class SandTable;
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class SandTable;
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class BatchSync;
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struct Plane
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struct Plane
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{
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{
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@ -252,6 +253,7 @@ public:
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void CloseRoomSwitch(int tag);
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void CloseRoomSwitch(int tag);
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void NotifyNewsTicker(int msg_type, std::vector<std::string> msg_content);
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void NotifyNewsTicker(int msg_type, std::vector<std::string> msg_content);
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std::shared_ptr<AirRaid> GetAirRaid() { return air_raid_; }
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std::shared_ptr<AirRaid> GetAirRaid() { return air_raid_; }
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std::shared_ptr<BatchSync> GetBatchSync() { return batch_sync_; }
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private:
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private:
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void ShuaAndroid();
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void ShuaAndroid();
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@ -402,6 +404,7 @@ private:
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std::shared_ptr<AirDrop> air_drop_;
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std::shared_ptr<AirDrop> air_drop_;
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std::shared_ptr<AirRaid> air_raid_;
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std::shared_ptr<AirRaid> air_raid_;
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std::shared_ptr<BatchSync> batch_sync_;
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FrameCallNode* top_node_ = nullptr;
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FrameCallNode* top_node_ = nullptr;
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FrameCallNode* bot_node_ = nullptr;
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FrameCallNode* bot_node_ = nullptr;
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