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# include "STDInclude.hpp"
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namespace Components
{
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bool Loader : : Pregame = true ;
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bool Loader : : Postgame = false ;
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bool Loader : : Uninitializing = false ;
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std : : vector < Component * > Loader : : Components ;
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bool Loader : : IsPregame ( )
{
return Loader : : Pregame ;
}
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bool Loader : : IsPostgame ( )
{
return Loader : : Postgame ;
}
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bool Loader : : IsUninitializing ( )
{
return Loader : : Uninitializing ;
}
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void Loader : : Initialize ( )
{
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Loader : : Pregame = true ;
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Loader : : Postgame = false ;
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Loader : : Uninitializing = false ;
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Utils : : Memory : : GetAllocator ( ) - > clear ( ) ;
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Loader : : Register ( new Flags ( ) ) ;
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Loader : : Register ( new Singleton ( ) ) ;
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Loader : : Register ( new Exception ( ) ) ; // install our exception handler as early as posssible to get better debug dumps from startup crashes
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Loader : : Register ( new DHT ( ) ) ;
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Loader : : Register ( new Auth ( ) ) ;
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Loader : : Register ( new Bans ( ) ) ;
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Loader : : Register ( new Bots ( ) ) ;
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Loader : : Register ( new Dvar ( ) ) ;
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Loader : : Register ( new Lean ( ) ) ;
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Loader : : Register ( new Maps ( ) ) ;
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Loader : : Register ( new News ( ) ) ;
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Loader : : Register ( new RCon ( ) ) ;
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Loader : : Register ( new Stats ( ) ) ;
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Loader : : Register ( new Menus ( ) ) ;
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Loader : : Register ( new Toast ( ) ) ;
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Loader : : Register ( new Party ( ) ) ;
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Loader : : Register ( new Zones ( ) ) ;
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Loader : : Register ( new Colors ( ) ) ;
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Loader : : Register ( new D3D9Ex ( ) ) ;
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# if (!defined(VLD_RPTHOOK_INSTALL) || defined(VLDEnable)) && defined(COMPILE_IW4MVM) // IW4MVM uses detours which produces memory leaks, but those are not really relevant
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Loader : : Register ( new IW4MVM ( ) ) ;
# endif
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Loader : : Register ( new Logger ( ) ) ;
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Loader : : Register ( new Script ( ) ) ;
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Loader : : Register ( new Weapon ( ) ) ;
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Loader : : Register ( new Window ( ) ) ;
Loader : : Register ( new Command ( ) ) ;
Loader : : Register ( new Console ( ) ) ;
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Loader : : Register ( new Friends ( ) ) ;
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Loader : : Register ( new IPCPipe ( ) ) ;
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Loader : : Register ( new ModList ( ) ) ;
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Loader : : Register ( new Monitor ( ) ) ;
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Loader : : Register ( new Network ( ) ) ;
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Loader : : Register ( new Theatre ( ) ) ;
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//Loader::Register(new ClanTags());
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Loader : : Register ( new Download ( ) ) ;
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Loader : : Register ( new Playlist ( ) ) ;
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Loader : : Register ( new RawFiles ( ) ) ;
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Loader : : Register ( new Renderer ( ) ) ;
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Loader : : Register ( new UIFeeder ( ) ) ;
Loader : : Register ( new UIScript ( ) ) ;
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# ifndef DISABLE_ANTICHEAT
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Loader : : Register ( new AntiCheat ( ) ) ;
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# endif
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Loader : : Register ( new Changelog ( ) ) ;
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Loader : : Register ( new Dedicated ( ) ) ;
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Loader : : Register ( new Discovery ( ) ) ;
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Loader : : Register ( new FastFiles ( ) ) ;
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Loader : : Register ( new FrameTime ( ) ) ;
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Loader : : Register ( new Gametypes ( ) ) ;
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Loader : : Register ( new Materials ( ) ) ;
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Loader : : Register ( new Scheduler ( ) ) ;
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Loader : : Register ( new Threading ( ) ) ;
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Loader : : Register ( new CardTitles ( ) ) ;
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Loader : : Register ( new FileSystem ( ) ) ;
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Loader : : Register ( new ModelSurfs ( ) ) ;
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Loader : : Register ( new PlayerName ( ) ) ;
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Loader : : Register ( new QuickPatch ( ) ) ;
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Loader : : Register ( new ServerInfo ( ) ) ;
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Loader : : Register ( new ServerList ( ) ) ;
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Loader : : Register ( new SlowMotion ( ) ) ;
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Loader : : Register ( new ArenaLength ( ) ) ;
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Loader : : Register ( new StringTable ( ) ) ;
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Loader : : Register ( new ZoneBuilder ( ) ) ;
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Loader : : Register ( new AssetHandler ( ) ) ;
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Loader : : Register ( new Localization ( ) ) ;
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//Loader::Register(new MusicalTalent());
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Loader : : Register ( new ServerCommands ( ) ) ;
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Loader : : Register ( new StructuredData ( ) ) ;
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Loader : : Register ( new ConnectProtocol ( ) ) ;
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Loader : : Register ( new StartupMessages ( ) ) ;
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Loader : : Pregame = false ;
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}
void Loader : : Uninitialize ( )
{
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Loader : : Uninitializing = true ;
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Loader : : PreDestroyNoPostGame ( ) ;
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std : : reverse ( Loader : : Components . begin ( ) , Loader : : Components . end ( ) ) ;
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for ( auto component : Loader : : Components )
{
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# ifdef DEBUG
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if ( ! Loader : : IsPerformingUnitTests ( ) )
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{
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Logger : : Print ( " Unregistering component: %s \n " , component - > getName ( ) . data ( ) ) ;
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}
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# endif
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delete component ;
}
Loader : : Components . clear ( ) ;
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Utils : : Memory : : GetAllocator ( ) - > clear ( ) ;
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Loader : : Uninitializing = false ;
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}
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void Loader : : PreDestroy ( )
{
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if ( ! Loader : : Postgame )
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{
Loader : : Postgame = true ;
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auto components = Loader : : Components ;
std : : reverse ( components . begin ( ) , components . end ( ) ) ;
for ( auto component : components )
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{
component - > preDestroy ( ) ;
}
}
}
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void Loader : : PreDestroyNoPostGame ( )
{
if ( ! Loader : : Postgame )
{
auto components = Loader : : Components ;
std : : reverse ( components . begin ( ) , components . end ( ) ) ;
for ( auto component : components )
{
component - > preDestroy ( ) ;
}
Loader : : Postgame = true ;
}
}
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bool Loader : : PerformUnitTests ( )
{
bool result = true ;
Logger : : Print ( " Performing unit tests for components: \n " ) ;
for ( auto component : Loader : : Components )
{
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# if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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Logger : : Print ( " Testing '%s'... \n " , component - > getName ( ) . data ( ) ) ;
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# endif
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auto startTime = std : : chrono : : high_resolution_clock : : now ( ) ;
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bool testRes = component - > unitTest ( ) ;
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auto duration = std : : chrono : : duration_cast < std : : chrono : : milliseconds > ( std : : chrono : : high_resolution_clock : : now ( ) - startTime ) . count ( ) ;
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Logger : : Print ( " Test done (%llims): %s \n \n " , duration , ( testRes ? " Success " : " Error " ) ) ;
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result & = testRes ;
}
return result ;
}
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bool Loader : : IsPerformingUnitTests ( )
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{
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# if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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return Flags : : HasFlag ( " tests " ) ;
# else
return false ;
# endif
}
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void Loader : : Register ( Component * component )
{
if ( component )
{
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# if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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if ( ! Loader : : IsPerformingUnitTests ( ) )
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{
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Logger : : Print ( " Component registered: %s \n " , component - > getName ( ) . data ( ) ) ;
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}
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# endif
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Loader : : Components . push_back ( component ) ;
}
}
}