202 lines
6.4 KiB
C++
202 lines
6.4 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWSaveLoad *
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* *
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* $Archive:: /Commando/Code/wwnet/networkobjectfactorymgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/18/01 2:35p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "networkobjectfactorymgr.h"
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#include "networkobjectfactory.h"
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#include "wwdebug.h"
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#include <string.h>
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////////////////////////////////////////////////////////////////////////////
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// Static member initialization
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////////////////////////////////////////////////////////////////////////////
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NetworkObjectFactoryClass *NetworkObjectFactoryMgrClass::_FactoryListHead = 0;
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////////////////////////////////////////////////////////////////////////////
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//
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// Find_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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NetworkObjectFactoryClass *
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NetworkObjectFactoryMgrClass::Find_Factory (uint32 class_id)
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{
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NetworkObjectFactoryClass *factory = 0;
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//
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// Loop through all the factories and see if we can
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// find the one who owns the corresponding class-id.
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//
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for ( NetworkObjectFactoryClass *curr_factory = _FactoryListHead;
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(factory == 0) && (curr_factory != 0);
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curr_factory = curr_factory->NextFactory) {
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//
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// Is this the factory we were looking for?
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//
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if (curr_factory->Get_Class_ID () == class_id) {
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factory = curr_factory;
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}
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Get_First
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//
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////////////////////////////////////////////////////////////////////////////
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NetworkObjectFactoryClass *
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NetworkObjectFactoryMgrClass::Get_First (void)
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{
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return _FactoryListHead;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Get_Next
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//
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////////////////////////////////////////////////////////////////////////////
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NetworkObjectFactoryClass *
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NetworkObjectFactoryMgrClass::Get_Next (NetworkObjectFactoryClass *curr_factory)
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{
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NetworkObjectFactoryClass *factory = 0;
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//
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// Simply return the next factory in the chain
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//
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if (curr_factory != NULL) {
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factory = curr_factory->NextFactory;
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Register_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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NetworkObjectFactoryMgrClass::Register_Factory (NetworkObjectFactoryClass *factory)
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{
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WWASSERT (factory->NextFactory == 0);
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WWASSERT (factory->PrevFactory == 0);
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Link_Factory (factory);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Unregister_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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NetworkObjectFactoryMgrClass::Unregister_Factory (NetworkObjectFactoryClass *factory)
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{
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WWASSERT (factory != 0);
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Unlink_Factory (factory);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Link_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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NetworkObjectFactoryMgrClass::Link_Factory (NetworkObjectFactoryClass *factory)
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{
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WWASSERT (factory->NextFactory == 0);
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WWASSERT (factory->PrevFactory == 0);
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// Adding this factory in front of the current head of the list
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factory->NextFactory = _FactoryListHead;
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// If the list wasn't empty, link the next factory back to this factory
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if (factory->NextFactory != 0) {
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factory->NextFactory->PrevFactory = factory;
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}
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// Point the head of the list at this factory now
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_FactoryListHead = factory;
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Unlink_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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NetworkObjectFactoryMgrClass::Unlink_Factory (NetworkObjectFactoryClass *factory)
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{
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WWASSERT(factory != 0);
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// Handle the factory's prev pointer:
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if (factory->PrevFactory == 0) {
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// this factory is the head
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WWASSERT (_FactoryListHead == factory);
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_FactoryListHead = factory->NextFactory;
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} else {
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// link it's prev with it's next
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factory->PrevFactory->NextFactory = factory->NextFactory;
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}
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// Handle the factory's next pointer if its not at the end of the list:
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if (factory->NextFactory != 0) {
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factory->NextFactory->PrevFactory = factory->PrevFactory;
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}
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// factory is now un-linked
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factory->NextFactory = 0;
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factory->PrevFactory = 0;
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return ;
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}
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