/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see .
*/
#include "uMod_Main.h"
uMod_TextureServer::uMod_TextureServer(wchar_t *game)
{
Message("uMod_TextureServer(void): %lu\n", this);
Mutex = CreateMutex(NULL, false, NULL);
Clients = NULL;
NumberOfClients = 0;
LenghtOfClients = 0;
BoolSaveAllTextures = false;
BoolSaveSingleTexture = false;
SavePath[0] = 0;
int len=0;
int path_pos=0;
int dot_pos=0;
for (len=0; lenpath_pos) len = dot_pos - path_pos;
else len -= path_pos;
for (int i=0; ipData; //delete the file content of the texture
num = OldMod.GetNumber();
for (int i = 0; i < num; i++) delete[] OldMod[i]->pData; //delete the file content of the texture
if (Pipe.In != INVALID_HANDLE_VALUE ) CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
if (Pipe.Out != INVALID_HANDLE_VALUE) CloseHandle(Pipe.Out);
Pipe.Out = INVALID_HANDLE_VALUE;
}
int uMod_TextureServer::AddClient(uMod_TextureClient *client, TextureFileStruct** update, int* number) // called from a client
{
Message("AddClient(%lu): %lu\n", client, this);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
// the following functions must not change the original uMod_IDirect3DDevice9 object
// somehow on game start some uMod_IDirect3DDevice9 object are created, which must rest unchanged!!
// these objects are released and are not used for rendering
client->SetGameName(GameName);
client->SaveAllTextures(BoolSaveAllTextures);
client->SaveSingleTexture(BoolSaveSingleTexture);
client->SetSaveDirectory(SavePath);
if (KeyBack > 0) client->SetKeyBack(KeyBack);
if (KeySave > 0) client->SetKeySave(KeySave);
if (KeyNext > 0) client->SetKeyNext(KeyNext);
if (FontColour>0u)
{
DWORD r = (FontColour>>16)&0xFF;
DWORD g = (FontColour>>8)&0xFF;
DWORD b = (FontColour)&0xFF;
client->SetFontColour( r, g, b);
}
if (TextureColour>0u)
{
DWORD r = (TextureColour>>16)&0xFF;
DWORD g = (TextureColour>>8)&0xFF;
DWORD b = (TextureColour)&0xFF;
client->SetTextureColour( r, g, b);
}
if (int ret = PrepareUpdate( update, number)) return (ret); // get a copy of all texture to be modded
if (NumberOfClients == LenghtOfClients) //allocate more memory
{
uMod_TextureClient** temp = NULL;
try {temp = new uMod_TextureClient*[LenghtOfClients + 10];}
catch (...)
{
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
if (int ret = UnlockMutex()) return (ret);
return (RETURN_NO_MEMORY);
}
for (int i=0; iHash == hash) //look through all current textures
{
if (force) {temp = CurrentMod[i]; break;} // we need to reload it
else return (RETURN_OK); // we still have added this texture
}
if (temp==NULL) // if not found, look through all old textures
{
num = OldMod.GetNumber();
for (int i=0; iHash == hash)
{
temp = OldMod[i];
OldMod.Remove(temp);
CurrentMod.Add(temp);
if (force) break; // we must reload it
else return (RETURN_OK); // we should not reload it
}
}
bool new_file = true;
if (temp!=NULL) //if it was found, we delete the old file content
{
new_file = false;
if (temp->pData!=NULL) delete [] temp->pData;
temp->pData = NULL;
}
else //if it was not found, we need to create a new object
{
new_file = true;
temp = new TextureFileStruct;
temp->Reference = -1;
}
try
{
temp->pData = new char[size];
}
catch (...)
{
if (!new_file) CurrentMod.Remove( temp); // if this is a not a new file it is in the list of the CurrentMod
delete temp;
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
return (RETURN_NO_MEMORY);
}
for (unsigned int i=0; ipData[i] = buffer[i];
temp->Size = size;
temp->NumberOfTextures = 0;
temp->Textures = NULL;
temp->Hash = hash;
//if (new_file) temp->ForceReload = false; // no need to force a load of the texture
//else
temp->ForceReload = force;
Message("End AddFile(%#lX)\n", hash);
if (new_file) return (CurrentMod.Add(temp)); // new files must be added to the list of the CurrentMod
else return (RETURN_OK);
}
int uMod_TextureServer::AddFile(wchar_t* file_name, MyTypeHash hash, bool force) // called from Mainloop
// this functions does the same, but loads the file content from disk
{
Message("uMod_TextureServer::AddFile( %ls, %#lX, %d): %lu\n", file_name, hash, force, this);
TextureFileStruct* temp = NULL;
int num = CurrentMod.GetNumber();
for (int i = 0; i < num; i++) if (CurrentMod[i]->Hash == hash)
{
if (force) {temp = CurrentMod[i]; break;}
else return (RETURN_OK);
}
if (temp==NULL)
{
num = OldMod.GetNumber();
for (int i = 0; i < num; i++) if (OldMod[i]->Hash == hash)
{
temp = OldMod[i];
OldMod.Remove(temp);
CurrentMod.Add(temp);
if (force) break;
else return (RETURN_OK);
}
}
FILE* file;
if (_wfopen_s(&file, file_name, L"rb") != 0)
{
Message("AddFile( ): file not found\n");
return (RETURN_FILE_NOT_LOADED);
}
fseek (file, 0, SEEK_END);
unsigned int size = ftell(file);
fseek (file, 0, SEEK_SET);
bool new_file = true;
if (temp!=NULL)
{
new_file = false;
if (temp->pData!=NULL) delete [] temp->pData;
temp->pData = NULL;
}
else
{
new_file = true;
temp = new TextureFileStruct;
temp->Reference = -1;
}
try
{
temp->pData = new char[size];
}
catch (...)
{
if (!new_file) CurrentMod.Remove( temp);
delete temp;
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
return (RETURN_NO_MEMORY);
}
int result = fread(temp->pData, 1, size, file);
fclose(file);
if (result != size)
{
delete[] temp->pData;
if (!new_file) CurrentMod.Remove( temp);
delete temp;
return (RETURN_FILE_NOT_LOADED);
}
temp->Size = size;
temp->NumberOfTextures = 0;
temp->Textures = NULL;
temp->Hash = hash;
if (new_file) temp->ForceReload = false;
else temp->ForceReload = force;
Message("End AddFile(%#lX)\n", hash);
if (new_file) return (CurrentMod.Add(temp));
else return (RETURN_OK);
}
int uMod_TextureServer::RemoveFile(MyTypeHash hash) // called from Mainloop()
{
Message("RemoveFile( %lu): %lu\n", hash, this);
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 (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 (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);
}
else SavePath[i] = 0;
if (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 (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 (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 (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 (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
FontColour = colour;
DWORD r = (FontColour>>16)&0xFF;
DWORD g = (FontColour>>8)&0xFF;
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 (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
TextureColour = colour;
DWORD r = (TextureColour>>16)&0xFF;
DWORD g = (TextureColour>>8)&0xFF;
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 (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_TEXTURE;
return (ret);
}
if (client != NULL)
{
TextureFileStruct* update;
int number;
if (int ret = PrepareUpdate( &update, &number)) return (ret);
client->AddUpdate(update, number);
}
else
{
for (int i=0; iAddUpdate(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 )
{
TextureFileStruct *tex1 = (TextureFileStruct*)elem1;
TextureFileStruct *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 = NULL;
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; iControl)
{
case CONTROL_MORE_TEXTURES:
{
more_textures=true;
break;
}
case CONTROL_FORCE_RELOAD_TEXTURE: force=true;
case CONTROL_ADD_TEXTURE:
{
size = commands->Value;
Message("MainLoop: CONTROL_ADD_TEXTURE (%#lX %u, %u %u): %lu\n", commands->Hash, size, sizeof(MsgStruct), sizeof(char), this);
if (pos + sizeof(MsgStruct) + size <= num) AddFile( (wchar_t*) &buffer[pos + sizeof(MsgStruct)], commands->Hash, force);
update_textures = true;
force = false;
break;
}
case CONTROL_FORCE_RELOAD_TEXTURE_DATA: force=true;
case CONTROL_ADD_TEXTURE_DATA:
{
size = commands->Value;
Message("MainLoop: CONTROL_FORCE_RELOAD_TEXTURE_DATA (%#lX %u, %u %u): %lu\n", commands->Hash, size, sizeof(MsgStruct), sizeof(char), this);
if (pos + sizeof(MsgStruct) + size <= num) AddFile( &buffer[pos + sizeof(MsgStruct)], size, commands->Hash, force);
update_textures = true;
force = false;
break;
}
case CONTROL_REMOVE_TEXTURE:
{
Message("MainLoop: CONTROL_REMOVE_TEXTURE (%#lX): %lu\n", commands->Hash, this);
RemoveFile(commands->Hash);
update_textures = true;
break;
}
case CONTROL_SAVE_SINGLE:
{
Message("MainLoop: CONTROL_SAVE_SINGLE (%d): %lu\n", commands->Value, this);
if (commands->Value == 0) SaveSingleTexture(false);
else SaveSingleTexture(true);
break;
}
case CONTROL_SAVE_ALL:
{
Message("MainLoop: CONTROL_SAVE_ALL (%d): %lu\n", commands->Value, this);
if (commands->Value == 0) SaveAllTextures(false);
else SaveAllTextures(true);
break;
}
case CONTROL_SET_DIR:
{
size = commands->Value;
if (pos + sizeof(MsgStruct) +size <= num) SetSaveDirectory( (wchar_t*) &buffer[pos + sizeof(MsgStruct)]);
break;
}
case CONTROL_KEY_BACK:
{
Message("MainLoop: CONTROL_KEY_BACK (%#X): %lu\n", commands->Value, this);
SetKeyBack(commands->Value);
break;
}
case CONTROL_KEY_SAVE:
{
Message("MainLoop: CONTROL_KEY_SAVE (%#X): %lu\n", commands->Value, this);
SetKeySave(commands->Value);
break;
}
case CONTROL_KEY_NEXT:
{
Message("MainLoop: CONTROL_KEY_NEXT (%#X): %lu\n", commands->Value, this);
SetKeyNext(commands->Value);
break;
}
case CONTROL_FONT_COLOUR:
{
Message("MainLoop: CONTROL_FONT_COLOUR (%#X): %lu\n", commands->Value, this);
SetFontColour(commands->Value);
break;
}
case CONTROL_TEXTURE_COLOUR:
{
Message("MainLoop: CONTROL_TEXTURE_COLOUR (%#X): %lu\n", commands->Value, this);
SetTextureColour(commands->Value);
break;
}
default:
{
Message("MainLoop: DEFAULT: %lu %lu %#lX\n", commands->Control, commands->Value, commands->Hash, this);
break;
}
}
pos += sizeof(MsgStruct) + size;
}
if (!more_textures && update_textures) {PropagateUpdate(); update_textures=false;}
}
else
{
Message("MainLoop: error in ReadFile()\n");
delete [] buffer;
ClosePipe();
return (RETURN_OK);
}
}
delete [] buffer;
return (RETURN_OK);
}
int uMod_TextureServer::OpenPipe(wchar_t *game) // called from InitInstance()
{
Message("OpenPipe: Out\n")
// open first outgoing pipe !!
Pipe.Out = CreateFileW(PIPE_Game2uMod, // pipe name
GENERIC_WRITE, // write access
0, // no sharing
NULL, // default security attributes
OPEN_EXISTING, // opens existing pipe
0, // default attributes
NULL); // no template file
// Exit if an error other than ERROR_PIPE_BUSY occurs.
if (Pipe.Out == INVALID_HANDLE_VALUE) return (RETURN_PIPE_NOT_OPENED);
unsigned int len = 0u;
while (game[len]) len++;
len++; //to send also the zero
unsigned long num;
//send name of this game to uMod_GUI
WriteFile(Pipe.Out, (const void*) game, len * sizeof(wchar_t), &num, NULL);
// now we can open the pipe for reading
Message("OpenPipe: In\n");
Pipe.In = CreateFileW(PIPE_uMod2Game, // pipe name
GENERIC_READ, // read access
0, // no sharing
NULL, // default security attributes
OPEN_EXISTING, // opens existing pipe
0, // default attributes
NULL); // no template file
if (Pipe.In == INVALID_HANDLE_VALUE)
{
CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
return (RETURN_PIPE_NOT_OPENED);
}
Message("OpenPipe: Done\n");
return (RETURN_OK);
}
int uMod_TextureServer::ClosePipe(void) //called from ExitInstance, this must be done, otherwise the Mainloop will wait endless on the ReadFile()
{
Message("ClosePipe:\n");
// We close the outgoing pipe first.
// The GUI will notice that the opposite side of it incoming pipe is closed
// and closes it outgoing (our incoming) pipe and thus cancel the ReadFile() in the Mainloop()
if (Pipe.Out != INVALID_HANDLE_VALUE)
{
DisconnectNamedPipe(Pipe.Out);
CloseHandle(Pipe.Out);
Pipe.Out = INVALID_HANDLE_VALUE;
}
if (Pipe.In != INVALID_HANDLE_VALUE)
{
DisconnectNamedPipe(Pipe.In);
CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
}
return (RETURN_OK);
}