mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-15 23:19:30 +00:00
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>
This commit is contained in:
@@ -0,0 +1,680 @@
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#include "uMod_Main.h"
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#include "uMod_File.h"
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uMod_TextureServer::uMod_TextureServer(char* game, char* uModName)
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{
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Message("uMod_TextureServer(): %lu\n", this);
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Mutex = CreateMutex(nullptr, false, nullptr);
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Clients = nullptr;
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NumberOfClients = 0;
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LenghtOfClients = 0;
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BoolSaveAllTextures = false;
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BoolSaveSingleTexture = false;
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SavePath[0] = 0;
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int len = 0;
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int path_pos = 0;
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int dot_pos = 0;
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for (len = 0; len < MAX_PATH && (game[len]); len++) {
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if (game[len] == '\\' || game[len] == '/') {
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path_pos = len + 1;
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}
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else if (game[len] == '.') {
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dot_pos = len;
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}
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}
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if (dot_pos > path_pos) {
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len = dot_pos - path_pos;
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}
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else {
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len -= path_pos;
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}
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for (int i = 0; i < len; i++) {
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GameName[i] = game[i + path_pos];
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}
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if (len < MAX_PATH) {
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GameName[len] = 0;
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}
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else {
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GameName[0] = 0;
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}
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for (len = 0; len < MAX_PATH; len++) {
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UModName[len] = uModName[len];
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}
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KeyBack = 0;
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KeySave = 0;
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KeyNext = 0;
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FontColour = 0u;
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TextureColour = 0u;
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Pipe.In = INVALID_HANDLE_VALUE;
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Pipe.Out = INVALID_HANDLE_VALUE;
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}
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uMod_TextureServer::~uMod_TextureServer()
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{
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Message("~uMod_TextureServer(): %lu\n", this);
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if (Mutex != nullptr) {
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CloseHandle(Mutex);
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}
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//delete the files in memory
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int num = CurrentMod.GetNumber();
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for (int i = 0; i < num; i++) {
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delete[] CurrentMod[i]->pData; //delete the file content of the texture
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}
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num = OldMod.GetNumber();
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for (int i = 0; i < num; i++) {
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delete[] OldMod[i]->pData; //delete the file content of the texture
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}
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if (Pipe.In != INVALID_HANDLE_VALUE) {
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CloseHandle(Pipe.In);
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}
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Pipe.In = INVALID_HANDLE_VALUE;
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if (Pipe.Out != INVALID_HANDLE_VALUE) {
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CloseHandle(Pipe.Out);
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}
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Pipe.Out = INVALID_HANDLE_VALUE;
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}
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int uMod_TextureServer::AddClient(uMod_TextureClient* client, TextureFileStruct** update, int* number) // called from a client
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{
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Message("AddClient(%lu): %lu\n", client, this);
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if (const int ret = LockMutex()) {
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gl_ErrorState |= uMod_ERROR_SERVER;
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return ret;
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}
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// the following functions must not change the original uMod_IDirect3DDevice9 object
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// somehow on game start some uMod_IDirect3DDevice9 object are created, which must rest unchanged!!
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// these objects are released and are not used for rendering
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client->SetGameName(GameName);
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client->SaveAllTextures(BoolSaveAllTextures);
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client->SaveSingleTexture(BoolSaveSingleTexture);
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client->SetSaveDirectory(SavePath);
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if (KeyBack > 0) {
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client->SetKeyBack(KeyBack);
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}
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if (KeySave > 0) {
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client->SetKeySave(KeySave);
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}
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if (KeyNext > 0) {
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client->SetKeyNext(KeyNext);
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}
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if (FontColour > 0u) {
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const DWORD r = FontColour >> 16 & 0xFF;
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const DWORD g = FontColour >> 8 & 0xFF;
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const DWORD b = FontColour & 0xFF;
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client->SetFontColour(r, g, b);
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}
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if (TextureColour > 0u) {
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const DWORD r = TextureColour >> 16 & 0xFF;
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const DWORD g = TextureColour >> 8 & 0xFF;
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const DWORD b = TextureColour & 0xFF;
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client->SetTextureColour(r, g, b);
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}
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if (const int ret = PrepareUpdate(update, number)) {
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return ret; // get a copy of all texture to be modded
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}
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if (NumberOfClients == LenghtOfClients) //allocate more memory
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{
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uMod_TextureClient** temp = nullptr;
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try { temp = new uMod_TextureClient*[LenghtOfClients + 10]; }
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catch (...) {
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gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
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if (const int ret = UnlockMutex()) {
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return ret;
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}
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return RETURN_NO_MEMORY;
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}
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for (int i = 0; i < LenghtOfClients; i++) {
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temp[i] = Clients[i];
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}
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delete[] Clients;
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Clients = temp;
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LenghtOfClients += 10;
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}
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Clients[NumberOfClients++] = client;
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return UnlockMutex();
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}
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int uMod_TextureServer::RemoveClient(uMod_TextureClient* client) // called from a client
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{
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Message("RemoveClient(): %lu\n", client);
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if (const int ret = LockMutex()) {
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gl_ErrorState |= uMod_ERROR_SERVER;
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return ret;
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}
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for (int i = 0; i < NumberOfClients; i++) {
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if (client == Clients[i]) {
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NumberOfClients--;
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Clients[i] = Clients[NumberOfClients];
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break;
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}
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}
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return UnlockMutex();
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}
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int uMod_TextureServer::AddFile(char* buffer, unsigned int size, MyTypeHash hash, bool force) // called from Mainloop()
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{
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Message("uMod_TextureServer::AddFile( %lu %lu, %#lX, %d): %lu\n", buffer, size, hash, force, this);
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TextureFileStruct* temp = nullptr;
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int num = CurrentMod.GetNumber();
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for (int i = 0; i < num; i++) {
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if (CurrentMod[i]->Hash == hash) //look through all current textures
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{
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if (force) {
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temp = CurrentMod[i];
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break;
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} // we need to reload it
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return RETURN_OK; // we still have added this texture
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}
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}
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if (temp == nullptr) // if not found, look through all old textures
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{
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num = OldMod.GetNumber();
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for (int i = 0; i < num; i++) {
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if (OldMod[i]->Hash == hash) {
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temp = OldMod[i];
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OldMod.Remove(temp);
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CurrentMod.Add(temp);
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if (force) {
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break; // we must reload it
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}
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return RETURN_OK; // we should not reload it
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}
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}
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}
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bool new_file = true;
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if (temp != nullptr) //if it was found, we delete the old file content
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{
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new_file = false;
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delete[] temp->pData;
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temp->pData = nullptr;
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}
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else //if it was not found, we need to create a new object
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{
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new_file = true;
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temp = new TextureFileStruct;
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temp->Reference = -1;
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}
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try {
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temp->pData = new char[size];
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}
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catch (...) {
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if (!new_file) {
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CurrentMod.Remove(temp); // if this is a not a new file it is in the list of the CurrentMod
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}
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delete temp;
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gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
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return RETURN_NO_MEMORY;
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}
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for (unsigned int i = 0; i < size; i++) {
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temp->pData[i] = buffer[i];
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}
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temp->Size = size;
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temp->NumberOfTextures = 0;
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temp->Textures = nullptr;
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temp->Hash = hash;
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//if (new_file) temp->ForceReload = false; // no need to force a load of the texture
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//else
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temp->ForceReload = force;
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Message("End AddFile(%#lX)\n", hash);
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if (new_file) {
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return CurrentMod.Add(temp); // new files must be added to the list of the CurrentMod
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}
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return RETURN_OK;
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}
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int uMod_TextureServer::AddFile(wchar_t* file_name, MyTypeHash hash, bool force) // called from Mainloop
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// this functions does the same, but loads the file content from disk
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{
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Message("uMod_TextureServer::AddFile( %ls, %#lX, %d): %lu\n", file_name, hash, force, this);
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TextureFileStruct* temp = nullptr;
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int num = CurrentMod.GetNumber();
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for (int i = 0; i < num; i++) {
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if (CurrentMod[i]->Hash == hash) {
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if (force) {
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temp = CurrentMod[i];
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break;
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}
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return RETURN_OK;
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}
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}
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if (temp == nullptr) {
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num = OldMod.GetNumber();
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for (int i = 0; i < num; i++) {
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if (OldMod[i]->Hash == hash) {
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temp = OldMod[i];
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OldMod.Remove(temp);
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CurrentMod.Add(temp);
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if (force) {
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break;
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}
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return RETURN_OK;
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}
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}
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}
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FILE* file;
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if (_wfopen_s(&file, file_name, L"rb") != 0) {
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Message("AddFile( ): file not found\n");
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return RETURN_FILE_NOT_LOADED;
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}
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fseek(file, 0, SEEK_END);
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const unsigned int size = ftell(file);
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fseek(file, 0, SEEK_SET);
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bool new_file = true;
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if (temp != nullptr) {
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new_file = false;
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delete[] temp->pData;
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temp->pData = nullptr;
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}
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else {
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new_file = true;
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temp = new TextureFileStruct;
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temp->Reference = -1;
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}
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try {
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temp->pData = new char[size];
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}
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catch (...) {
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if (!new_file) {
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CurrentMod.Remove(temp);
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}
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delete temp;
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gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
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return RETURN_NO_MEMORY;
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}
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const int result = fread(temp->pData, 1, size, file);
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fclose(file);
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if (result != size) {
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delete[] temp->pData;
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if (!new_file) {
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CurrentMod.Remove(temp);
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}
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delete temp;
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return RETURN_FILE_NOT_LOADED;
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}
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temp->Size = size;
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temp->NumberOfTextures = 0;
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temp->Textures = nullptr;
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temp->Hash = hash;
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if (new_file) {
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temp->ForceReload = false;
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}
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else {
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temp->ForceReload = force;
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}
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Message("End AddFile(%#lX)\n", hash);
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if (new_file) {
|
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return CurrentMod.Add(temp);
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}
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return RETURN_OK;
|
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}
|
||||
|
||||
int uMod_TextureServer::RemoveFile(MyTypeHash hash) // called from Mainloop()
|
||||
{
|
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Message("RemoveFile( %lu): %lu\n", hash, this);
|
||||
|
||||
const int num = CurrentMod.GetNumber();
|
||||
for (int i = 0; i < num; i++) {
|
||||
if (CurrentMod[i]->Hash == hash) {
|
||||
TextureFileStruct* temp = CurrentMod[i];
|
||||
CurrentMod.Remove(temp);
|
||||
return OldMod.Add(temp);
|
||||
}
|
||||
}
|
||||
return RETURN_OK;
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SaveAllTextures(bool val) // called from Mainloop()
|
||||
{
|
||||
if (BoolSaveAllTextures == val) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
BoolSaveAllTextures = val;
|
||||
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SaveAllTextures(BoolSaveAllTextures);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SaveSingleTexture(bool val) // called from Mainloop()
|
||||
{
|
||||
if (BoolSaveSingleTexture == val) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
BoolSaveSingleTexture = val;
|
||||
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SaveSingleTexture(BoolSaveSingleTexture);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SetSaveDirectory(wchar_t* dir) // called from Mainloop()
|
||||
{
|
||||
Message("uMod_TextureServer::SetSaveDirectory( %ls): %lu\n", dir, this);
|
||||
int i = 0;
|
||||
for (i = 0; i < MAX_PATH && dir[i]; i++) {
|
||||
SavePath[i] = dir[i];
|
||||
}
|
||||
if (i == MAX_PATH) {
|
||||
SavePath[0] = 0;
|
||||
return RETURN_BAD_ARGUMENT;
|
||||
}
|
||||
SavePath[i] = 0;
|
||||
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SetSaveDirectory(SavePath);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SetKeyBack(int key) // called from Mainloop()
|
||||
{
|
||||
if (KeyBack == key || KeySave == key || KeyNext == key) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
KeyBack = key;
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SetKeyBack(key);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SetKeySave(int key) // called from Mainloop()
|
||||
{
|
||||
if (KeyBack == key || KeySave == key || KeyNext == key) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
KeySave = key;
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SetKeySave(key);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SetKeyNext(int key) // called from Mainloop()
|
||||
{
|
||||
if (KeyBack == key || KeySave == key || KeyNext == key) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
KeyNext = key;
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SetKeyNext(key);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SetFontColour(DWORD colour) // called from Mainloop()
|
||||
{
|
||||
if (colour == 0u) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
FontColour = colour;
|
||||
const DWORD r = (FontColour >> 16) & 0xFF;
|
||||
const DWORD g = (FontColour >> 8) & 0xFF;
|
||||
const DWORD b = (FontColour) & 0xFF;
|
||||
Message("uMod_TextureServer::SetFontColour( %u %u %u): %lu\n", r, g, b, this);
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SetFontColour(r, g, b);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::SetTextureColour(DWORD colour) // called from Mainloop()
|
||||
{
|
||||
if (colour == 0u) {
|
||||
return RETURN_OK;
|
||||
}
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_SERVER;
|
||||
return ret;
|
||||
}
|
||||
TextureColour = colour;
|
||||
const DWORD r = (TextureColour >> 16) & 0xFF;
|
||||
const DWORD g = (TextureColour >> 8) & 0xFF;
|
||||
const DWORD b = (TextureColour) & 0xFF;
|
||||
Message("uMod_TextureServer::SetTextureColour( %u %u %u): %lu\n", r, g, b, this);
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
Clients[i]->SetTextureColour(r, g, b);
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
int uMod_TextureServer::PropagateUpdate(uMod_TextureClient* client) // called from Mainloop(), send the update to all clients
|
||||
{
|
||||
Message("PropagateUpdate(%lu): %lu\n", client, this);
|
||||
if (const int ret = LockMutex()) {
|
||||
gl_ErrorState |= uMod_ERROR_TEXTURE;
|
||||
return ret;
|
||||
}
|
||||
if (client != nullptr) {
|
||||
TextureFileStruct* update;
|
||||
int number;
|
||||
if (const int ret = PrepareUpdate(&update, &number)) {
|
||||
return ret;
|
||||
}
|
||||
client->AddUpdate(update, number);
|
||||
}
|
||||
else {
|
||||
for (int i = 0; i < NumberOfClients; i++) {
|
||||
TextureFileStruct* update;
|
||||
int number;
|
||||
if (const int ret = PrepareUpdate(&update, &number)) {
|
||||
return ret;
|
||||
}
|
||||
Clients[i]->AddUpdate(update, number);
|
||||
}
|
||||
}
|
||||
return UnlockMutex();
|
||||
}
|
||||
|
||||
#define cpy_file_struct( a, b) \
|
||||
{ \
|
||||
a.ForceReload = b.ForceReload; \
|
||||
a.pData = b.pData; \
|
||||
a.Size = b.Size; \
|
||||
a.NumberOfTextures = b.NumberOfTextures; \
|
||||
a.Reference = b.Reference; \
|
||||
a.Textures = b.Textures; \
|
||||
a.Hash = b.Hash; }
|
||||
|
||||
int TextureFileStruct_Compare(const void* elem1, const void* elem2)
|
||||
{
|
||||
const auto tex1 = (TextureFileStruct*)elem1;
|
||||
const auto tex2 = (TextureFileStruct*)elem2;
|
||||
if (tex1->Hash < tex2->Hash) {
|
||||
return -1;
|
||||
}
|
||||
if (tex1->Hash > tex2->Hash) {
|
||||
return +1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int uMod_TextureServer::PrepareUpdate(TextureFileStruct** update, int* number) // called from the PropagateUpdate() and AddClient.
|
||||
// Prepare an update for one client. The allocated memory must deleted by the client.
|
||||
{
|
||||
Message("PrepareUpdate(%lu, %d): %lu\n", update, number, this);
|
||||
|
||||
TextureFileStruct* temp = nullptr;
|
||||
const int num = CurrentMod.GetNumber();
|
||||
if (num > 0) {
|
||||
try { temp = new TextureFileStruct[num]; }
|
||||
catch (...) {
|
||||
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
|
||||
return RETURN_NO_MEMORY;
|
||||
}
|
||||
|
||||
for (int i = 0; i < num; i++) cpy_file_struct(temp[i], (*(CurrentMod[i])));
|
||||
qsort(temp, num, sizeof(TextureFileStruct), TextureFileStruct_Compare);
|
||||
}
|
||||
|
||||
|
||||
*update = temp;
|
||||
*number = num;
|
||||
return RETURN_OK;
|
||||
}
|
||||
#undef cpy_file_struct
|
||||
|
||||
int uMod_TextureServer::LockMutex()
|
||||
{
|
||||
if ((gl_ErrorState & (uMod_ERROR_FATAL | uMod_ERROR_MUTEX))) {
|
||||
return RETURN_NO_MUTEX;
|
||||
}
|
||||
if (WAIT_OBJECT_0 != WaitForSingleObject(Mutex, 100)) {
|
||||
return RETURN_MUTEX_LOCK; //waiting 100ms, to wait infinite pass INFINITE
|
||||
}
|
||||
return RETURN_OK;
|
||||
}
|
||||
|
||||
int uMod_TextureServer::UnlockMutex()
|
||||
{
|
||||
if (ReleaseMutex(Mutex) == 0) {
|
||||
return RETURN_MUTEX_UNLOCK;
|
||||
}
|
||||
return RETURN_OK;
|
||||
}
|
||||
|
||||
void uMod_TextureServer::LoadModsFromFile(char* source)
|
||||
{
|
||||
Message("MainLoop: searching in %s\n", source);
|
||||
// Attempt to open the file
|
||||
FILE* file = fopen(source, "r");
|
||||
if (file) {
|
||||
Message("MainLoop: found modlist.txt. Reading\n");
|
||||
// Read each line from the file
|
||||
char line[MAX_PATH];
|
||||
while (fgets(line, sizeof(line), file) != nullptr) {
|
||||
Message("MainLoop: loading file %s\n", line);
|
||||
for (auto i = 0; i < MAX_PATH; i++) {
|
||||
if (line[i] == '\n') {
|
||||
line[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
const auto file = new uMod_File(line);
|
||||
const auto result = file->GetContent();
|
||||
if (file->Textures.size() > 0) {
|
||||
if (!result) {
|
||||
Message("MainLoop: WARNING! GetContent returned failure, but some textures have been loaded for %s\n", line);
|
||||
}
|
||||
|
||||
Message("MainLoop: Texture count %d %s\n", file->Textures.size(), line);
|
||||
for (auto& texture : file->Textures) {
|
||||
AddFile(texture.data.data(), texture.data.size(), texture.hash, true);
|
||||
}
|
||||
|
||||
PropagateUpdate(nullptr);
|
||||
}
|
||||
else {
|
||||
Message("MainLoop: Failed to load any textures for %s\n", line);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int uMod_TextureServer::MainLoop() // run as a separated thread
|
||||
{
|
||||
Message("MainLoop: searching for modlist.txt\n");
|
||||
char gwpath[MAX_PATH];
|
||||
GetModuleFileName(GetModuleHandle(nullptr), gwpath, MAX_PATH); //ask for name and path of this executable
|
||||
char* last_backslash = strrchr(gwpath, '\\');
|
||||
if (last_backslash != nullptr) {
|
||||
// Terminate the string at the last backslash to remove the executable name
|
||||
*last_backslash = '\0';
|
||||
}
|
||||
|
||||
strcat(gwpath, "\\modlist.txt");
|
||||
LoadModsFromFile(gwpath);
|
||||
|
||||
char umodpath[MAX_PATH];
|
||||
strcpy(umodpath, UModName);
|
||||
|
||||
last_backslash = strrchr(umodpath, '\\');
|
||||
if (last_backslash != nullptr) {
|
||||
// Terminate the string at the last backslash to remove the executable name
|
||||
*last_backslash = '\0';
|
||||
}
|
||||
|
||||
strcat(umodpath, "\\modlist.txt");
|
||||
LoadModsFromFile(umodpath);
|
||||
|
||||
Message("MainLoop: begin\n");
|
||||
for (auto i = 0; i < 10; i++) {
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
}
|
||||
|
||||
return RETURN_OK;
|
||||
}
|
||||
Reference in New Issue
Block a user