#pragma once #include "uMod_GlobalDefines.h" #include "uMod_ArrayHandler.h" /* * An object of this class is created only once. * The Mainloop functions is executed by a server thread, * which listen on a pipe. * * Functions called by the Client are called from the a thread instance of the game itself. * Nearly all other functions are called from the server thread instance. */ class uMod_TextureClient; class uMod_TextureServer { public: uMod_TextureServer(char* name, char* uModName); ~uMod_TextureServer(); int AddClient(uMod_TextureClient* client, TextureFileStruct** update, int* number); // called from a Client int RemoveClient(uMod_TextureClient* client); // called from a Client int MainLoop(); // is executed in a server thread // following functions are only public for testing purpose !! // they should be private and only be called from the Mainloop int AddFile(char* buffer, unsigned int size, MyTypeHash hash, bool force); // called from Mainloop(), if the content of the texture is sent int AddFile(wchar_t* file_name, MyTypeHash hash, bool force); // called from Mainloop(), if the name and the path to the file is sent int RemoveFile(MyTypeHash hash); // called from Mainloop() int SaveAllTextures(bool val); // called from Mainloop() int SaveSingleTexture(bool val); // called from Mainloop() int SetSaveDirectory(wchar_t* dir); // called from Mainloop() int SetKeyBack(int key); // called from Mainloop() int SetKeySave(int key); // called from Mainloop() int SetKeyNext(int key); // called from Mainloop() int SetFontColour(DWORD colour); // called from Mainloop() int SetTextureColour(DWORD colour); // called from Mainloop() private: bool BoolSaveAllTextures; bool BoolSaveSingleTexture; wchar_t SavePath[MAX_PATH]; wchar_t GameName[MAX_PATH]; char UModName[MAX_PATH]; void LoadModsFromFile(char* source); int PropagateUpdate(uMod_TextureClient* client = nullptr); // called from Mainloop() if texture are loaded or removed int PrepareUpdate(TextureFileStruct** update, int* number); // called from PropagateUpdate() and AddClient() // generate a copy of the current texture to be modded // the file content of the textures are not copied, the clients get the pointer to the file content // but the arrays allocate by this function, must be deleted by the client int LockMutex(); int UnlockMutex(); HANDLE Mutex; int KeyBack; int KeySave; int KeyNext; DWORD FontColour; DWORD TextureColour; PipeStruct Pipe; uMod_TextureClient** Clients; int NumberOfClients; int LenghtOfClients; uMod_FileHandler CurrentMod; // hold the file content of texture uMod_FileHandler OldMod; // hold the file content of texture which were added previously but are not needed any more // 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 };