Files
gMod/uMod_GUI/uMod_Sender.cpp
code@koerner-de.net 929756bca3 BugFix: Memory Leak in the uMod_Sender::~uMod_Sender
Added
+ Acknowledgment for translations into French and Italian
2012-03-13 19:52:36 +00:00

408 lines
12 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
uMod_Sender::uMod_Sender(PipeStruct &pipe) : Pipe(pipe)
{
OldTextures = NULL;
OldTexturesNum = 0;
try {Buffer = new char[BIG_BUFSIZE];}
catch (...) {Buffer=NULL;}
}
uMod_Sender::~uMod_Sender(void)
{
if (Buffer!=NULL) delete [] Buffer;
if (OldTextures!=NULL) delete [] OldTextures;
}
int uMod_Sender::Send( const uMod_GameInfo &game, const uMod_GameInfo &game_old, bool force, wxArrayString *comments)
{
LastError.Empty();
int key = game.GetKeyBack();
if (key>=0 && key!=game_old.GetKeyBack())
{
key = Language->KeyValues[key];
SendKey( key, CONTROL_KEY_BACK);
}
key = game.GetKeySave();
if (key>=0 && key!=game_old.GetKeySave())
{
key = Language->KeyValues[key];
SendKey( key, CONTROL_KEY_SAVE);
}
key = game.GetKeyNext();
if (key>=0 && key!=game_old.GetKeyNext())
{
key = Language->KeyValues[key];
SendKey( key, CONTROL_KEY_NEXT);
}
int colour[3], colour_old[3];
game.GetFontColour( colour);
game_old.GetFontColour( colour_old);
for (int i=0; i<3; i++) if (colour[i]!=colour_old[i])
{
SendColour( colour, CONTROL_FONT_COLOUR);
break;
}
game.GetTextureColour( colour);
game_old.GetTextureColour( colour_old);
for (int i=0; i<3; i++) if (colour[i]!=colour_old[i])
{
SendColour( colour, CONTROL_TEXTURE_COLOUR);
break;
}
if ( game.GetSaveSingleTexture() != game_old.GetSaveSingleTexture() ) SendSaveSingleTexture( game.GetSaveSingleTexture());
if ( game.GetSaveAllTextures() != game_old.GetSaveAllTextures() ) SendSaveAllTextures(game.GetSaveAllTextures());
wxString path;
path = game.GetSavePath();
if (path!=game_old.GetSavePath()) SendPath(path);
if (game.GetNumberOfFiles()<=0 && OldTexturesNum==0 && OldTextures==NULL)
{
if (LastError.Len()>0) return 1;
else return 0;
}
wxArrayString files;
game.GetFiles( files);
int num = files.GetCount();
bool *checked = NULL;
if (num>0)
{
if (GetMemory(checked, num)) {LastError << Language->Error_Memory; return -1;}
game.GetChecked( checked, num);
}
AddTextureClass *tex = NULL;//new AddTextureClass[num+OldTexturesNum];
if (GetMemory( tex, num+OldTexturesNum)) {LastError << Language->Error_Memory; return -1;}
wxString comment;
if (force || OldTexturesNum==0 || OldTextures==NULL)
{
//reload everything
for (int i=0; i<num; i++)
{
uMod_File file( files[i]);
if (file.GetComment(comment))
{
LastError << file.LastError;
file.LastError.Empty();
}
tex[i].Comment = comment;
tex[i].Add = checked[i];
tex[i].Force = true;
tex[i].File = files[i];
if (file.GetContent( tex[i], checked[i]))
{
LastError << file.LastError;
file.LastError.Empty();
}
}
// append all packages, which was added but (maybe) are no longer in the list
int append = 0;
if (OldTexturesNum>0 && OldTextures!=NULL)
{
for (int i=0; i<OldTexturesNum; i++)
{
if (OldTextures[i].Add)
{
bool del = true;
for (int j=0; j<num; j++) if (OldTextures[i].File==tex[j].File) {del=false; break;}
if (del)
{
tex[num+append].InheriteMemory(OldTextures[i]);
tex[num+append].Add = false;
tex[num+append].Force = true;
append++;
}
}
}
}
SendTextures( num+append, tex);
}
else
{
//search for same packages to avoid reload from disk
//first step: maybe the order did not change
int pos = 0;
bool *hit=NULL;
if (GetMemory( hit, OldTexturesNum, false)) {LastError << Language->Error_Memory; return -1;}
for (pos=0; pos<num && pos<OldTexturesNum; pos++)
{
if (OldTextures[pos].File == files[pos])
{
tex[pos].InheriteMemory(OldTextures[pos]);
tex[pos].Force = false;
hit[pos] = true;
}
else
{
break;
}
}
//second step: if the order changed -> looking brute force
for (int i=pos; i<num; i++) for (int j=pos; j<OldTexturesNum; j++)
{
if (!hit[j] && OldTextures[j].File == files[i])
{
tex[i].InheriteMemory(OldTextures[j]);
tex[i].Force = false;
hit[j] = true;
}
}
//next step, set Add to true or false and load packages, which are not loaded
for (int i=0; i<num; i++)
{
tex[i].Add = checked[i];
if (tex[i].Len==0 || (tex[i].Add && !tex[i].Loaded) )
{
uMod_File file( files[i]);
if (file.GetComment(comment))
{
LastError << file.LastError;
file.LastError.Empty();
}
tex[i].Comment = comment;
tex[i].Add = checked[i];
tex[i].Force = true;
tex[i].File = files[i];
if (file.GetContent( tex[i], checked[i]))
{
LastError << file.LastError;
file.LastError.Empty();
}
}
}
// append all packages, which was added but are no longer in the list
int append = 0;
if (OldTexturesNum!=0 && OldTextures!=NULL)
{
for (int j=pos; j<OldTexturesNum; j++)
{
if (!hit[j] && OldTextures[j].Add)
{
bool del = true;
for (int i=pos; i<num; i++) if (OldTextures[j].File==tex[i].File) {del=false; break;}
if (del)
{
tex[num+append].InheriteMemory(OldTextures[j]);
tex[num+append].Add = false;
tex[num+append].Force = true;
append++;
}
}
}
}
SendTextures( num+append, tex);
if (hit!=NULL) delete [] hit;
}
if (checked!=NULL) delete [] checked;
if (comments!=NULL && num>0)
{
comments->Empty();
comments->Alloc(num);
for (int i=0; i<num; i++) comments->Add(tex[i].Comment);
}
if (OldTextures!=NULL) delete [] OldTextures;
OldTexturesNum = num;
OldTextures = tex;
if (LastError.Len()>0) return 1;
else return 0;
}
int uMod_Sender::SendSaveAllTextures(bool val)
{
MsgStruct msg;
msg.Control = CONTROL_SAVE_ALL;
if (val) msg.Value = 1;
else msg.Value = 0;
msg.Hash = 0u;
return SendToGame( (void*) &msg, sizeof(MsgStruct));
}
int uMod_Sender::SendSaveSingleTexture(bool val)
{
MsgStruct msg;
msg.Control = CONTROL_SAVE_SINGLE;
if (val) msg.Value = 1;
else msg.Value = 0;
msg.Hash = 0u;
return SendToGame( (void*) &msg, sizeof(MsgStruct));
}
int uMod_Sender::SendTextures(unsigned int num, AddTextureClass *tex)
{
if (Buffer==NULL) return (RETURN_NO_MEMORY);
MsgStruct *msg;
int pos = 0;
for (unsigned int i=0u; i<num; i++) for (unsigned int j=0u; j<tex[i].Num; j++)
{
if (tex[i].Force || !tex[i].Add || !tex[i].WasAdded[j])
// if force==true we must update
// tex[i].Add!=true we can always remove, cause removing does cost time in the render thread
// 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
{
bool hit = false; //we send only if this has was not send before
unsigned long temp_hash = tex[i].Hash[j];
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;
for (unsigned int jj=0u; jj<j && !hit; jj++) if (temp_hash==tex[i].Hash[jj]) hit=true;
if (hit)
{
tex[i].WasAdded[j]=false; //no matter what is done for this hash before, this texture is not added!
continue;
}
if (tex[i].Size[j]+2*sizeof(MsgStruct)+pos>BIG_BUFSIZE) //the buffer is full
{
msg = (MsgStruct*) &Buffer[pos];
msg->Control = CONTROL_MORE_TEXTURES; // we will send more textures
pos+=sizeof(MsgStruct);
if (int ret = SendToGame( Buffer, pos)) return ret;
pos = 0;
}
unsigned int size = tex[i].Size[j];
msg = (MsgStruct*) &Buffer[pos];
msg->Hash = temp_hash;
msg->Value = size;
pos += sizeof(MsgStruct);
if (tex[i].Add)
{
msg->Control = CONTROL_FORCE_RELOAD_TEXTURE_DATA; //we always force because whether force is true or not
//if (Add==true && WasAdded[j]!=true) the texture is loaded the first time, or in previous loads it could not be loaded
//because an other texture was send with the same hash, in all cases forcing is the best choice (atm)
char* temp = tex[i].Textures[j];
if (temp!=NULL)
{
for (unsigned int l=0; l<size; l++) Buffer[pos+l] = temp[l];
pos+=size;
}
tex[i].WasAdded[j] = true;
}
else
{
msg->Control = CONTROL_REMOVE_TEXTURE;
tex[i].WasAdded[j] = false;
}
}
else if (tex[i].Add && tex[i].WasAdded[j]) // this texture could be removed, due to a rearranging of the list
{
bool hit = false; //we send only if this has was not send before
unsigned long temp_hash = tex[i].Hash[j];
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;
for (unsigned int jj=0u; jj<j && !hit; jj++) if (temp_hash==tex[i].Hash[jj]) hit=true;
if (hit)
{
tex[i].WasAdded[j]=false; // due to rearranging this texture is replaced by an other texture
}
}
}
if (pos) if (int ret = SendToGame( Buffer, pos)) return ret;
if (LastError.Len()>0) return 1;
else return 0;
}
int uMod_Sender::SendKey(int key, int ctr)
{
MsgStruct msg;
msg.Control = ctr;
msg.Value = key;
msg.Hash = 0u;
return SendToGame( (void*) &msg, sizeof(MsgStruct));
}
#define D3DCOLOR_ARGB(a,r,g,b) ((DWORD)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
int uMod_Sender::SendColour( int* colour, int ctr)
{
MsgStruct msg;
msg.Control = ctr;
msg.Value = D3DCOLOR_ARGB( 255, colour[0], colour[1], colour[2]);
msg.Hash = 0u;
return SendToGame( (void*) &msg, sizeof(MsgStruct));
}
#undef D3DCOLOR_ARGB
int uMod_Sender::SendPath( const wxString &path)
{
MsgStruct *msg = (MsgStruct*) Buffer;
msg->Hash = 0u;
msg->Control = CONTROL_SET_DIR;
const wchar_t *file = path.wc_str();
wchar_t *buff_file = (wchar_t*) &Buffer[sizeof(MsgStruct)];
int len = 0;
while (file[len] && (sizeof(MsgStruct)+len*sizeof(wchar_t))<BIG_BUFSIZE) {buff_file[len] = file[len]; len++;};
if ((sizeof(MsgStruct)+len*sizeof(wchar_t))<BIG_BUFSIZE) buff_file[len] = 0;
len++;
msg->Value = len*sizeof(wchar_t);
return SendToGame( Buffer, sizeof(MsgStruct)+len*sizeof(wchar_t));
}
int uMod_Sender::SendToGame( void *msg, unsigned long len)
{
if (len==0) return (RETURN_BAD_ARGUMENT);
unsigned long num;
if (Pipe.Out==INVALID_HANDLE_VALUE) {LastError << Language->Error_NoPipe; return -1;}
bool ret = WriteFile( Pipe.Out, (const void*) msg, len, &num, NULL);
if (!ret || len!=num) {LastError << Language->Error_WritePipe; return -1;}
if (!FlushFileBuffers(Pipe.Out)) {LastError << Language->Error_FlushPipe; return -1;}
return 0;
}