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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
#pragma once
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enum class eStreamFileMode
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{
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NONE = 0,
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READ,
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WRITE
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};
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class CIOStream
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{
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std::ofstream writer; // Output file stream.
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std::ifstream reader; // Input file stream.
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std::string svFilePath = ""; // Filepath.
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eStreamFileMode eCurrentMode = eStreamFileMode::NONE; // Current active mode.
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public:
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CIOStream();
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~CIOStream();
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bool open(std::string fileFullPath, eStreamFileMode mode);
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void close();
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bool checkWritabilityStatus();
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bool checkReadabilityStatus();
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bool eof();
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//-----------------------------------------------------------------------------
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// Purpose: reads any value from the file (for strings use 'readString(...)' instead)
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//-----------------------------------------------------------------------------
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template<typename T>
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void read(T& value) // Template functions have to be in the header!
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{
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if (checkReadabilityStatus())
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{
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reader.read((char*)&value, sizeof(value));
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: reads any value from the file and returns it (for strings use 'readString(...)' instead)
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//-----------------------------------------------------------------------------
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template<typename T>
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T readR() // Template functions have to be in the header!
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{
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checkReadabilityStatus();
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T value;
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reader.read((char*)&value, sizeof(value));
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return value;
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}
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std::string readString();
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//-----------------------------------------------------------------------------
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// Purpose: writes any value to the file (for strings use 'writeString(...)' instead)
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//-----------------------------------------------------------------------------
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template<typename T>
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void write(T& value) // Template functions have to be in the header!
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{
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if (!checkWritabilityStatus())
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{
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return;
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}
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writer.write((const char*)&value, sizeof(value));
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}
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void writeString(std::string str);
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};
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