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https://github.com/ncblakely/GiantsTools
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Update SDK and server console example.
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165
Sdk/Include/DataTypes.h
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165
Sdk/Include/DataTypes.h
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#pragma once
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#include <float.h>
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#include <math.h>
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#include <memory>
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#include <string>
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#include <string_view>
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//////////////////////////////////////////////////////////////////////////////////////
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// Basic game data types and macros
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typedef unsigned int uint;
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typedef unsigned char UBYTE;
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typedef signed char SBYTE;
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typedef unsigned short UWORD;
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typedef int BOOL;
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typedef unsigned long ULONG;
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typedef unsigned long DWORD;
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typedef std::int64_t int64;
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typedef std::uint64_t uint64;
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#ifdef UNICODE
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typedef std::wstring tstring;
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typedef std::wstring_view tstring_view;
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#else
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typedef std::string tstring;
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typedef std::string_view tstring_view;
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#endif
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#define countof(array) (sizeof((array)) / sizeof((array)[0]))
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#define FlagSet(b, f) ((b) |= (f))
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#define FlagClear(b, f) ((b) &= ~(f))
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#define FlagIsClear(b, f) (!FlagIsSet(b, f))
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#define FlagFlip(b, f) ((b) ^= (f))
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#define FlagIsSet(b, f) (((b) & (f)) != 0)
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//////////////////////////////////////////////////////////////////////////////////////
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// Vectors
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struct P3D
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{
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float x;
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float y;
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float z;
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inline const P3D& operator -= (const P3D& rhs)
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{
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x -= rhs.x;
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y -= rhs.y;
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z -= rhs.z;
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return *this;
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}
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inline const P3D& operator += (const P3D& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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z += rhs.z;
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return *this;
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}
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inline P3D operator - (const P3D& rhs)
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{
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P3D result;
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result.x = x - rhs.x;
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result.y = y - rhs.y;
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result.z = z - rhs.z;
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return result;
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}
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inline P3D Cross(const P3D& v2)
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{
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P3D result;
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result.x = y * v2.z - z * v2.y;
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result.y = z * v2.x - x * v2.z;
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result.z = x * v2.y - y * v2.x;
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return result;
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}
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inline float Dot(const P3D& v2)
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{
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return x * v2.x + y * v2.y + z * v2.z;
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}
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inline float Length()
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{
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return (float)(sqrt(x * x + y * y + z * z));
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}
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inline P3D Scale(float scale)
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{
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x *= scale;
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y *= scale;
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z *= scale;
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return *this;
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}
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inline P3D Normalize()
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{
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float length = Length();
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P3D normalized = *this;
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float factor;
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if (length)
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{
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factor = 1 / length;
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}
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else
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{
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factor = 1.0f;
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}
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normalized.x *= factor;
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normalized.y *= factor;
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normalized.z *= factor;
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return normalized;
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}
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bool IsNaN() const
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{
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return (_isnan(x) || _isnan(y) || _isnan(z));
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}
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bool Finite() const
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{
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return (_finite(x) && _finite(y) && _finite(z));
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}
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};
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#pragma pack (push, 1)
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// Optimized 3D vector for network packets.
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struct NetP3D
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{
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short x, y, z;
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};
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#pragma pack (pop)
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//////////////////////////////////////////////////////////////////////////////////////
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struct RGBFloat
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{
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float r{};
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float g{};
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float b{};
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};
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struct VertRGB
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{
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unsigned char r;
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unsigned char g;
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unsigned char b;
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};
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struct UV
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{
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float u, v;
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};
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@ -16,7 +16,7 @@ struct IGiantsApiClient : IComponent
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{
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{
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virtual ~IGiantsApiClient() = default;
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virtual ~IGiantsApiClient() = default;
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virtual void STDMETHODCALLTYPE DeleteServerInformationAsync() = 0;
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virtual void STDMETHODCALLTYPE DeleteServerInformationAsync(tstring_view gameName, int hostPort) = 0;
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virtual ServerInfoFuture STDMETHODCALLTYPE GetServerInformationAsync() = 0;
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virtual ServerInfoFuture STDMETHODCALLTYPE GetServerInformationAsync() = 0;
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virtual void STDMETHODCALLTYPE PostServerInformationAsync(const njson& requestBody) = 0;
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virtual void STDMETHODCALLTYPE PostServerInformationAsync(const njson& requestBody) = 0;
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};
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};
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Binary file not shown.
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<EnablePREfast>true</EnablePREfast>
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<EnablePREfast>true</EnablePREfast>
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<LanguageStandard>stdcpplatest</LanguageStandard>
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<LanguageStandard>stdcpplatest</LanguageStandard>
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<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
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<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<EnablePREfast>true</EnablePREfast>
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<EnablePREfast>true</EnablePREfast>
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<LanguageStandard>stdcpplatest</LanguageStandard>
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<LanguageStandard>stdcpplatest</LanguageStandard>
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<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
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<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="ServerDialog.cpp" />
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<ClCompile Include="ServerDialog.cpp" />
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<ClCompile Include="ServerConsoleApp.cpp" />
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<ClCompile Include="ServerConsoleApp.cpp" />
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<ClCompile Include="Utils.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="res\ServerConsole.rc2" />
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<None Include="res\ServerConsole.rc2" />
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<ClInclude Include="ServerDialog.h" />
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<ClInclude Include="ServerDialog.h" />
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<ClInclude Include="ServerConsoleApp.h" />
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<ClInclude Include="ServerConsoleApp.h" />
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<ClInclude Include="targetver.h" />
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<ClInclude Include="targetver.h" />
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<ClInclude Include="Utils.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="ServerConsole.rc" />
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<ResourceCompile Include="ServerConsole.rc" />
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#include "pch.h"
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#include "pch.h"
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#include <initguid.h>
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#include "ServerConsoleApp.h"
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#include "ServerConsoleApp.h"
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#include "ServerDialog.h"
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#include "ServerDialog.h"
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return CWinApp::ExitInstance();
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return CWinApp::ExitInstance();
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}
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}
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IGameServerConsole* ServerConsoleApp::InitializeDialog(IComponentContainer* container)
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IGameServerConsole* ServerConsoleApp::InitializeDialog(HWND hWndParent, IComponentContainer* container)
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{
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{
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// Create the server console window.
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// Create the server console window.
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// As this is also a Component, Giants will clean up this object automatically once
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// As this is also a Component, Giants will clean up this object automatically once
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// it is no longer needed (i.e, there is no need to call delete).
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// it is no longer needed (i.e, there is no need to call delete).
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auto* dialog = new ServerDialog(container);
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auto* dialog = new ServerDialog(container, CWnd::FromHandle(hWndParent));
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m_pMainWnd = dialog;
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m_pMainWnd = dialog;
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return dialog;
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return dialog;
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}
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}
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__declspec(dllexport) void CreateServerConsole(
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__declspec(dllexport) void CreateServerConsole(
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int apiVersion,
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int apiVersion,
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HWND hWnd,
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IComponentContainer* container)
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IComponentContainer* container)
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{
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{
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if (apiVersion > 1)
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if (apiVersion > 1)
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}
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}
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AFX_MANAGE_STATE(AfxGetStaticModuleState());
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AFX_MANAGE_STATE(AfxGetStaticModuleState());
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ConsoleApp.InitializeDialog(container);
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ConsoleApp.InitializeDialog(hWnd, container);
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}
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}
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BOOL InitInstance() override;
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BOOL InitInstance() override;
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BOOL ExitInstance() override;
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BOOL ExitInstance() override;
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IGameServerConsole* InitializeDialog(IComponentContainer* container);
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IGameServerConsole* InitializeDialog(HWND hWndParent, IComponentContainer* container);
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DECLARE_MESSAGE_MAP()
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DECLARE_MESSAGE_MAP()
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};
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};
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#include "ServerConsoleApp.h"
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#include "ServerConsoleApp.h"
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#include "ServerDialog.h"
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#include "ServerDialog.h"
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#include "Utils.h"
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IMPLEMENT_DYNAMIC(ServerDialog, CDialogEx)
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IMPLEMENT_DYNAMIC(ServerDialog, CDialogEx)
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{
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{
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AFX_MANAGE_STATE(AfxGetStaticModuleState());
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AFX_MANAGE_STATE(AfxGetStaticModuleState());
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KillTimer((UINT_PTR)this);
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ShowWindow(SW_HIDE);
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ShowWindow(SW_HIDE);
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DestroyWindow();
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DestroyWindow();
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KillTimer((UINT_PTR)this);
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m_pParentWnd->SendMessage(WM_CLOSE, 0, 0);
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}
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}
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void ServerDialog::RefreshPlayers()
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void ServerDialog::RefreshPlayers()
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@ -14,7 +14,7 @@ class ServerDialog : public CDialogEx, public ComponentBase<IGameServerConsole>
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public:
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public:
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~ServerDialog();
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~ServerDialog();
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ServerDialog(IComponentContainer* container, CWnd* parent = nullptr);
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ServerDialog(IComponentContainer* container, CWnd* parent);
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void CreateColumns();
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void CreateColumns();
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void RefreshPlayers();
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void RefreshPlayers();
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#include "pch.h"
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#include <codecvt>
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#include "Utils.h"
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std::wstring to_wstring(const std::string_view& sourceString)
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{
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
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return converter.from_bytes(sourceString.data());
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}
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#pragma once
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#include <string>
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std::wstring to_wstring(const std::string_view& sourceString);
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