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rename to gmod, drop gui (#1)
* remove GUI parts as those will not be updated * move to header/source * add cmakelist to create solution * Change Readme * Implement modlist.txt loading * Setup versioning and CD pipeline * Setup DirectX in pipeline * Make uMod load from uMod.dll directory * Fix file loading * Remove break * Fix CD pipeline (#1) * Test cd pipeline * See what's in Lib directory * See inside lib/x86 * Manually adjust the build environment * Disable CD pipeline in PRs Create CI pipeline * Fix slashes in path * Fix build call * Attempt to fix paths * Copy dx headers inside the /header folder * Use ps * Change cache location * Path changes * Improve CMake to look for lib and header files * Fix missing Lib folder * Move changes to CD pipeline * Disable CI on merge and fix CD (#2) * Fix CD tag (#4) * Hijack existing DirectX calls (#5) * Create a dll without listener (#6) * Fix asset creation in CD pipeline (#7) * Setup file loading * create necessary files * merge latest changes, set output dir * Change main to master in pipelines Add fallback for DX libs in CMakeLists * Setup new generator * formatting * remove listener * Change CD to pick the dll from bin Change release name to gMod * more formatting * add editorconfig * Setup versioning * Remove CODEOWNERS --------- Co-authored-by: Alex Macocian <amacocian@yahoo.com>
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#pragma once
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#include "uMod_GlobalDefines.h"
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#include "uMod_ArrayHandler.h"
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/*
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* An object of this class is created only once.
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* The Mainloop functions is executed by a server thread,
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* which listen on a pipe.
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*
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* Functions called by the Client are called from the a thread instance of the game itself.
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* Nearly all other functions are called from the server thread instance.
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*/
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class uMod_TextureClient;
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class uMod_TextureServer {
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public:
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uMod_TextureServer(char* name, char* uModName);
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~uMod_TextureServer();
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int AddClient(uMod_TextureClient* client, TextureFileStruct** update, int* number); // called from a Client
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int RemoveClient(uMod_TextureClient* client); // called from a Client
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int MainLoop(); // is executed in a server thread
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// following functions are only public for testing purpose !!
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// they should be private and only be called from the Mainloop
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int AddFile(char* buffer, unsigned int size, MyTypeHash hash, bool force); // called from Mainloop(), if the content of the texture is sent
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int AddFile(wchar_t* file_name, MyTypeHash hash, bool force); // called from Mainloop(), if the name and the path to the file is sent
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int RemoveFile(MyTypeHash hash); // called from Mainloop()
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int SaveAllTextures(bool val); // called from Mainloop()
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int SaveSingleTexture(bool val); // called from Mainloop()
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int SetSaveDirectory(wchar_t* dir); // called from Mainloop()
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int SetKeyBack(int key); // called from Mainloop()
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int SetKeySave(int key); // called from Mainloop()
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int SetKeyNext(int key); // called from Mainloop()
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int SetFontColour(DWORD colour); // called from Mainloop()
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int SetTextureColour(DWORD colour); // called from Mainloop()
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private:
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bool BoolSaveAllTextures;
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bool BoolSaveSingleTexture;
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wchar_t SavePath[MAX_PATH];
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wchar_t GameName[MAX_PATH];
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char UModName[MAX_PATH];
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void LoadModsFromFile(char* source);
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int PropagateUpdate(uMod_TextureClient* client = nullptr); // called from Mainloop() if texture are loaded or removed
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int PrepareUpdate(TextureFileStruct** update, int* number); // called from PropagateUpdate() and AddClient()
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// generate a copy of the current texture to be modded
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// the file content of the textures are not copied, the clients get the pointer to the file content
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// but the arrays allocate by this function, must be deleted by the client
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int LockMutex();
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int UnlockMutex();
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HANDLE Mutex;
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int KeyBack;
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int KeySave;
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int KeyNext;
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DWORD FontColour;
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DWORD TextureColour;
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PipeStruct Pipe;
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uMod_TextureClient** Clients;
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int NumberOfClients;
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int LenghtOfClients;
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uMod_FileHandler CurrentMod; // hold the file content of texture
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uMod_FileHandler OldMod; // hold the file content of texture which were added previously but are not needed any more
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// this is needed, because a texture clients might not have merged the last update and thus hold pointers to the file content of old textures
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};
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