mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-22 10:29:31 +00:00
changed name of project to "Universal Modding Engine" in short "uMod"
This commit is contained in:
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/*
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This file is part of Universal Modding Engine.
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Universal Modding Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Universal Modding Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "uMod_Main.h"
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uMod_Sender::uMod_Sender(PipeStruct &pipe) : Pipe(pipe)
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{
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OldTextures = NULL;
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OldTexturesNum = 0;
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try {Buffer = new char[BIG_BUFSIZE];}
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catch (...) {Buffer=NULL;}
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}
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uMod_Sender::~uMod_Sender(void)
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{
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if (Buffer!=NULL) delete [] Buffer;
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}
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int uMod_Sender::Send( const uMod_GameInfo &game, const uMod_GameInfo &game_old, bool force, wxArrayString *comments)
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{
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LastError.Empty();
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int key = game.GetKeyBack();
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if (key>=0 && key!=game_old.GetKeyBack())
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{
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key = Language->KeyValues[key];
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SendKey( key, CONTROL_KEY_BACK);
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}
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key = game.GetKeySave();
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if (key>=0 && key!=game_old.GetKeySave())
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{
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key = Language->KeyValues[key];
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SendKey( key, CONTROL_KEY_SAVE);
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}
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key = game.GetKeyNext();
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if (key>=0 && key!=game_old.GetKeyNext())
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{
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key = Language->KeyValues[key];
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SendKey( key, CONTROL_KEY_NEXT);
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}
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int colour[3], colour_old[3];
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game.GetFontColour( colour);
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game_old.GetFontColour( colour_old);
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for (int i=0; i<3; i++) if (colour[i]!=colour_old[i])
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{
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SendColour( colour, CONTROL_FONT_COLOUR);
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break;
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}
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game.GetTextureColour( colour);
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game_old.GetTextureColour( colour_old);
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for (int i=0; i<3; i++) if (colour[i]!=colour_old[i])
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{
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SendColour( colour, CONTROL_TEXTURE_COLOUR);
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break;
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}
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if ( game.GetSaveSingleTexture() != game_old.GetSaveSingleTexture() ) SendSaveSingleTexture( game.GetSaveSingleTexture());
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if ( game.GetSaveAllTextures() != game_old.GetSaveAllTextures() ) SendSaveAllTextures(game.GetSaveAllTextures());
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wxString path;
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path = game.GetSavePath();
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if (path!=game_old.GetSavePath()) SendPath(path);
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if (game.GetNumberOfFiles()<=0 && OldTexturesNum==0 && OldTextures==NULL)
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{
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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wxArrayString files;
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game.GetFiles( files);
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int num = files.GetCount();
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bool *checked = NULL;
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if (num>0)
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{
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if (GetMemory(checked, num)) {LastError << Language->Error_Memory; return -1;}
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game.GetChecked( checked, num);
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}
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AddTextureClass *tex = NULL;//new AddTextureClass[num+OldTexturesNum];
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if (GetMemory( tex, num+OldTexturesNum)) {LastError << Language->Error_Memory; return -1;}
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wxString comment;
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if (force || OldTexturesNum==0 || OldTextures==NULL)
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{
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//reload everything
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for (int i=0; i<num; i++)
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{
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uMod_File file( files[i]);
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if (file.GetComment(comment))
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{
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LastError << file.LastError;
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file.LastError.Empty();
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}
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tex[i].Comment = comment;
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tex[i].Add = checked[i];
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tex[i].Force = true;
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tex[i].File = files[i];
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if (file.GetContent( tex[i], checked[i]))
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{
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LastError << file.LastError;
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file.LastError.Empty();
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}
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}
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// append all packages, which was added but (maybe) are no longer in the list
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int append = 0;
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if (OldTexturesNum>0 && OldTextures!=NULL)
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{
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for (int i=0; i<OldTexturesNum; i++)
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{
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if (OldTextures[i].Add)
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{
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bool del = true;
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for (int j=0; j<num; j++) if (OldTextures[i].File==tex[j].File) {del=false; break;}
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if (del)
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{
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tex[num+append].InheriteMemory(OldTextures[i]);
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tex[num+append].Add = false;
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tex[num+append].Force = true;
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append++;
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}
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}
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}
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}
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SendTextures( num+append, tex);
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}
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else
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{
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//search for same packages to avoid reload from disk
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//first step: maybe the order did not change
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int pos = 0;
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bool *hit=NULL;
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if (GetMemory( hit, OldTexturesNum, false)) {LastError << Language->Error_Memory; return -1;}
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for (pos=0; pos<num && pos<OldTexturesNum; pos++)
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{
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if (OldTextures[pos].File == files[pos])
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{
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tex[pos].InheriteMemory(OldTextures[pos]);
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tex[pos].Force = false;
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hit[pos] = true;
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}
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else
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{
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break;
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}
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}
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//second step: if the order changed -> looking brute force
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for (int i=pos; i<num; i++) for (int j=pos; j<OldTexturesNum; j++)
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{
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if (!hit[j] && OldTextures[j].File == files[i])
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{
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tex[i].InheriteMemory(OldTextures[j]);
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tex[i].Force = false;
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hit[j] = true;
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}
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}
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//next step, set Add to true or false and load packages, which are not loaded
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for (int i=0; i<num; i++)
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{
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tex[i].Add = checked[i];
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if (tex[i].Len==0 || (tex[i].Add && !tex[i].Loaded) )
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{
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uMod_File file( files[i]);
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if (file.GetComment(comment))
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{
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LastError << file.LastError;
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file.LastError.Empty();
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}
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tex[i].Comment = comment;
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tex[i].Add = checked[i];
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tex[i].Force = true;
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tex[i].File = files[i];
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if (file.GetContent( tex[i], checked[i]))
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{
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LastError << file.LastError;
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file.LastError.Empty();
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}
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}
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}
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// append all packages, which was added but are no longer in the list
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int append = 0;
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if (OldTexturesNum!=0 && OldTextures!=NULL)
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{
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for (int j=pos; j<OldTexturesNum; j++)
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{
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if (!hit[j] && OldTextures[j].Add)
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{
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bool del = true;
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for (int i=pos; i<num; i++) if (OldTextures[j].File==tex[i].File) {del=false; break;}
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if (del)
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{
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tex[num+append].InheriteMemory(OldTextures[j]);
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tex[num+append].Add = false;
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tex[num+append].Force = true;
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append++;
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}
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}
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}
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}
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SendTextures( num+append, tex);
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if (hit!=NULL) delete [] hit;
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}
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if (checked!=NULL) delete [] checked;
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if (comments!=NULL && num>0)
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{
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comments->Empty();
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comments->Alloc(num);
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for (int i=0; i<num; i++) comments->Add(tex[i].Comment);
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}
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if (OldTextures!=NULL) delete [] OldTextures;
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OldTexturesNum = num;
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OldTextures = tex;
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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int uMod_Sender::SendSaveAllTextures(bool val)
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{
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MsgStruct msg;
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msg.Control = CONTROL_SAVE_ALL;
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if (val) msg.Value = 1;
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else msg.Value = 0;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendSaveSingleTexture(bool val)
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{
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MsgStruct msg;
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msg.Control = CONTROL_SAVE_SINGLE;
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if (val) msg.Value = 1;
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else msg.Value = 0;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendTextures(unsigned int num, AddTextureClass *tex)
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{
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if (Buffer==NULL) return (RETURN_NO_MEMORY);
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MsgStruct *msg;
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int pos = 0;
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for (unsigned int i=0u; i<num; i++) for (unsigned int j=0u; j<tex[i].Num; j++)
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{
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if (tex[i].Force || !tex[i].Add || !tex[i].WasAdded[j])
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// if force==true we must update
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// tex[i].Add!=true we can always remove, cause removing does cost time in the render thread
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// if tex[i].Add==true and WasAdded[j]!=true this texture was not loaded but should be loaded, so maybe we can load it now
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{
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bool hit = false; //we send only if this has was not send before
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unsigned long temp_hash = tex[i].Hash[j];
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for (unsigned int ii=0u; ii<i && !hit; ii++) for (unsigned int jj=0u; jj<tex[ii].Num && !hit; jj++) if (temp_hash==tex[ii].Hash[jj]) hit=true;
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for (unsigned int jj=0u; jj<j && !hit; jj++) if (temp_hash==tex[i].Hash[jj]) hit=true;
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if (hit)
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{
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tex[i].WasAdded[j]=false; //no matter what is done for this hash before, this texture is not added!
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continue;
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}
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if (tex[i].Size[j]+2*sizeof(MsgStruct)+pos>BIG_BUFSIZE) //the buffer is full
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{
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msg = (MsgStruct*) &Buffer[pos];
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msg->Control = CONTROL_MORE_TEXTURES; // we will send more textures
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pos+=sizeof(MsgStruct);
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if (int ret = SendToGame( Buffer, pos)) return ret;
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pos = 0;
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}
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unsigned int size = tex[i].Size[j];
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msg = (MsgStruct*) &Buffer[pos];
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msg->Hash = temp_hash;
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msg->Value = size;
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pos += sizeof(MsgStruct);
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if (tex[i].Add)
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{
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msg->Control = CONTROL_FORCE_RELOAD_TEXTURE_DATA; //we always force because whether force is true or not
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//if (Add==true && WasAdded[j]!=true) the texture is loaded the first time, or in previous loads it could not be loaded
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//because an other texture was send with the same hash, in all cases forcing is the best choice (atm)
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char* temp = tex[i].Textures[j];
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if (temp!=NULL)
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{
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for (unsigned int l=0; l<size; l++) Buffer[pos+l] = temp[l];
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pos+=size;
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}
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tex[i].WasAdded[j] = true;
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}
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else
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{
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msg->Control = CONTROL_REMOVE_TEXTURE;
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tex[i].WasAdded[j] = false;
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}
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}
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else if (tex[i].Add && tex[i].WasAdded[j]) // this texture could be removed, due to a rearranging of the list
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{
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bool hit = false; //we send only if this has was not send before
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unsigned long temp_hash = tex[i].Hash[j];
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for (unsigned int ii=0u; ii<i && !hit; ii++) for (unsigned int jj=0u; jj<tex[ii].Num && !hit; jj++) if (temp_hash==tex[ii].Hash[jj]) hit=true;
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for (unsigned int jj=0u; jj<j && !hit; jj++) if (temp_hash==tex[i].Hash[jj]) hit=true;
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if (hit)
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{
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tex[i].WasAdded[j]=false; // due to rearranging this texture is replaced by an other texture
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}
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}
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}
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if (pos) if (int ret = SendToGame( Buffer, pos)) return ret;
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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int uMod_Sender::SendKey(int key, int ctr)
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{
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MsgStruct msg;
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msg.Control = ctr;
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msg.Value = key;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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#define D3DCOLOR_ARGB(a,r,g,b) ((DWORD)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
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int uMod_Sender::SendColour( int* colour, int ctr)
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{
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MsgStruct msg;
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msg.Control = ctr;
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msg.Value = D3DCOLOR_ARGB( 255, colour[0], colour[1], colour[2]);
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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#undef D3DCOLOR_ARGB
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int uMod_Sender::SendPath( const wxString &path)
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{
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MsgStruct *msg = (MsgStruct*) Buffer;
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msg->Hash = 0u;
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msg->Control = CONTROL_SET_DIR;
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const wchar_t *file = path.wc_str();
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wchar_t *buff_file = (wchar_t*) &Buffer[sizeof(MsgStruct)];
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int len = 0;
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while (file[len] && (sizeof(MsgStruct)+len*sizeof(wchar_t))<BIG_BUFSIZE) {buff_file[len] = file[len]; len++;};
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if ((sizeof(MsgStruct)+len*sizeof(wchar_t))<BIG_BUFSIZE) buff_file[len] = 0;
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len++;
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msg->Value = len*sizeof(wchar_t);
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return SendToGame( Buffer, sizeof(MsgStruct)+len*sizeof(wchar_t));
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}
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int uMod_Sender::SendToGame( void *msg, unsigned long len)
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{
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if (len==0) return (RETURN_BAD_ARGUMENT);
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unsigned long num;
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if (Pipe.Out==INVALID_HANDLE_VALUE) {LastError << Language->Error_NoPipe; return -1;}
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bool ret = WriteFile( Pipe.Out, (const void*) msg, len, &num, NULL);
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if (!ret || len!=num) {LastError << Language->Error_WritePipe; return -1;}
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if (!FlushFileBuffers(Pipe.Out)) {LastError << Language->Error_FlushPipe; return -1;}
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return 0;
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}
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Reference in New Issue
Block a user