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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#ifndef EATHREAD_VERSION_H
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#define EATHREAD_VERSION_H
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#include <eathread/internal/config.h>
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#if defined(EA_PRAGMA_ONCE_SUPPORTED)
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#pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result.
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#endif
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namespace EA
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{
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namespace Thread
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{
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/// Version contains the version of the library when it was built.
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/// This can be used to verify the correct version has been linked
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/// into the executable or loaded by the O/S (in the case of a DLL).
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struct Version
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{
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int mMajor;
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int mMinor;
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int mPatch;
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};
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/// Get the library version information.
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EATHREADLIB_API const Version *GetVersion();
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/// Check that the linked/loaded library is the same as the headers
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/// are expecting.
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///
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/// If the version numbers passed to CheckVersion match those
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/// built into the library when it was compiled, true is returned.
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/// If not, false is returned.
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EATHREADLIB_API bool CheckVersion(int majorVersion, int minorVersion, int patchVersion);
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}
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}
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#endif
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