mirror of
https://github.com/gwdevhub/gMod.git
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ab2d8cdb0a
* toggle use_folders on
* Rename pipelines
* its a strcpy :(
* add miniz, add xorstream, add non-working ziploader
* start integrating libzip (WIP)
* use ExternalProject test (doesnt work maybe?!)
* further work in integrating libzippp [WIP]
can't build libzip yet (neither manually nor in the vs build), as it doesn't find zlib
* LibZip build script
* make libzip build too
todo: specify cmake find_library to check the paths we install to
* prepare everything in cmake
* fix rebuilding of libzip/zlib
* fix stupid double quotes
* libzippp works
* Setup libzippp archive loading
* Remove allocation of new data when adding file to TextureServer
* Enable CI on dev
* Create LICENSE (#5)
* add mbedtls
* fix cmake (forgot to substitute, woops)
* fix %lu warnings for printing addresses
* enable debug messages, some formatting
* remove mbedtls, fix libzip for /MD(d)
* some code changes
* fix cmake logic, str replace min cmake version in libzip-src/CMakeLists.txt to 3.15
* linker errors in release
* c++ify a little
* remove unnecessary duplicate c++23 definition
* Fixes to gMod_XorStream when calculating stream length
* Fix loading tpf contents with password
* Implemented complete parsing
* Cleanup file loading
* Change to NI
* Revert "Change to NI"
This reverts commit 19b511d907.
* update XorStreamReader to read whole file, then xor
* delete a lot of unused code
* loading logic
* rename console window
* 1.5.4
* remove pointless mutex
* wtf is this code
---------
Co-authored-by: Alex Macocian <amacocian@yahoo.com>
55 lines
2.1 KiB
C++
55 lines
2.1 KiB
C++
#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 Initialize(); // 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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private:
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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(const 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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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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