r5sdk/r5dev/public/include/binstream.h
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* 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!).
2021-12-25 22:36:38 +01:00

69 lines
1.9 KiB
C++

#pragma once
enum class eStreamFileMode
{
NONE = 0,
READ,
WRITE
};
class CIOStream
{
std::ofstream writer; // Output file stream.
std::ifstream reader; // Input file stream.
std::string svFilePath = ""; // Filepath.
eStreamFileMode eCurrentMode = eStreamFileMode::NONE; // Current active mode.
public:
CIOStream();
~CIOStream();
bool open(std::string fileFullPath, eStreamFileMode mode);
void close();
bool checkWritabilityStatus();
bool checkReadabilityStatus();
bool eof();
//-----------------------------------------------------------------------------
// Purpose: reads any value from the file (for strings use 'readString(...)' instead)
//-----------------------------------------------------------------------------
template<typename T>
void read(T& value) // Template functions have to be in the header!
{
if (checkReadabilityStatus())
{
reader.read((char*)&value, sizeof(value));
}
}
//-----------------------------------------------------------------------------
// Purpose: reads any value from the file and returns it (for strings use 'readString(...)' instead)
//-----------------------------------------------------------------------------
template<typename T>
T readR() // Template functions have to be in the header!
{
checkReadabilityStatus();
T value;
reader.read((char*)&value, sizeof(value));
return value;
}
std::string readString();
//-----------------------------------------------------------------------------
// Purpose: writes any value to the file (for strings use 'writeString(...)' instead)
//-----------------------------------------------------------------------------
template<typename T>
void write(T& value) // Template functions have to be in the header!
{
if (!checkWritabilityStatus())
{
return;
}
writer.write((const char*)&value, sizeof(value));
}
void writeString(std::string str);
};