187 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			187 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod
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 * Copyright (C) 2004-2008 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#ifndef _INCLUDE_SOURCEMOD_GAMECONFIG_SYSTEM_H_
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#define _INCLUDE_SOURCEMOD_GAMECONFIG_SYSTEM_H_
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#include <IShareSys.h>
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#include <IHandleSys.h>
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#include <ITextParsers.h>
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/**
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 * @file IGameConfigs.h
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 * @brief Abstracts game private data configuration.
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 */
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#define SMINTERFACE_GAMECONFIG_NAME			"IGameConfigManager"
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#define SMINTERFACE_GAMECONFIG_VERSION		6
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class SendProp;
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namespace SourceMod
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{
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	/**
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	 * @brief Describes a game private data config file
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	 */
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	class IGameConfig
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	{
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	public:
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		/**
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		 * @brief Returns an offset value.
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		 *
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		 * @param key			Key to retrieve from the offset section.
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		 * @param value			Pointer to store the offset value in.
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		 * @return				True if found, false otherwise.
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		 */
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		virtual bool GetOffset(const char *key, int *value) =0;
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		/**
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		 * @brief Returns information about a dynamic offset.
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		 *
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		 * @param key			Key to retrieve from the property section.
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		 * @return				A SendProp pointer, or NULL if not found.
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		 */
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		virtual SendProp *GetSendProp(const char *key) =0;
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		/**
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		 * @brief Returns the value of a key from the "Keys" section.
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		 *
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		 * @param key			Key to retrieve from the Keys section.
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		 * @return				String containing the value, or NULL if not found.
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		 */
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		virtual const char *GetKeyValue(const char *key) =0;
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		/**
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		 * @brief Retrieves a cached memory signature.
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		 *
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		 * @param key			Name of the signature.
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		 * @param addr			Pointer to store the memory address in.
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		 *						(NULL is copied if signature is not found in binary).
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		 * @return				True if the section exists and key for current
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		 *						platform was found, false otherwise.
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		 */
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		virtual bool GetMemSig(const char *key, void **addr) =0;
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		/**
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		 * @brief Retrieves the value of an address from the "Address" section.
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		 *
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		 * @param key			Key to retrieve from the Address section.
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		 * @param addr          Pointer to store the memory address.
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		 * @return				True on success, false on failure.
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		 */
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		virtual bool GetAddress(const char *key, void **addr) =0;
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	};
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	/**
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	 * @brief Manages game config files
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	 */
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	class IGameConfigManager : public SMInterface
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	{
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	public:
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		const char *GetInterfaceName()
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		{
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			return SMINTERFACE_GAMECONFIG_NAME;
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		}
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		unsigned int GetInterfaceVersion()
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		{
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			return SMINTERFACE_GAMECONFIG_VERSION;
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		}
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	public:
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		/**
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		 * @brief Loads or finds an already loaded game config file.  
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		 *
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		 * @param file		File to load.  The path must be relative to the 
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		 *					'gamedata' folder and the extension should be 
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		 *					omitted.
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		 * @param pConfig	Pointer to store the game config pointer.  Pointer 
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		 *					will be valid even on failure.
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		 * @param error		Optional error message buffer.
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		 * @param maxlength	Maximum length of the error buffer.
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		 * @return			True on success, false if the file failed.
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		 */
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		virtual bool LoadGameConfigFile(const char *file, 
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			IGameConfig **pConfig, 
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			char *error, 
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			size_t maxlength) =0;
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		/**
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		 * @brief Closes an IGameConfig pointer.  Since a file can be loaded 
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		 * more than once, the file will not actually be removed from memory 
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		 * until it is closed once for each call to LoadGameConfigfile().
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		 *
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		 * @param cfg		Pointer to the IGameConfig to close.
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		 */
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		virtual void CloseGameConfigFile(IGameConfig *cfg) =0;
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		/**
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		 * @brief Reads an GameConfig Handle.
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		 *
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		 * @param hndl		Handle to read.
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		 * @param ident		Identity of the owner (can be NULL).
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		 * @param err		Optional error buffer.
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		 * @return			IGameConfig pointer on success, NULL otherwise.
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		 */
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		virtual IGameConfig *ReadHandle(Handle_t hndl,
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			IdentityToken_t *ident,
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			HandleError *err) =0;
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		/**
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		 * @brief Adds a custom gamedata section hook.
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		 *
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		 * @param sectionname	Section name to hook.
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		 * @param listener		Listener callback.
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		 * @noreturn
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		 */
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		virtual void AddUserConfigHook(const char *sectionname, ITextListener_SMC *listener) =0;
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		/**
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		 * @brief Removes a custom gamedata section hook.
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		 *
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		 * @param sectionname	Section name to unhook.
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		 * @param listener		Listener callback.
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		 * @noreturn
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		 */
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		virtual void RemoveUserConfigHook(const char *sectionname, ITextListener_SMC *listener) =0;
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		/**
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		 * @brief Does nothing.
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		 */
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		virtual void AcquireLock() = 0;
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		/**
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		 * @brief Does nothing.
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		 */
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		virtual void ReleaseLock() = 0;
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	};
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}
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#endif //_INCLUDE_SOURCEMOD_GAMECONFIG_SYSTEM_H_
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