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- CreateGameHandle() should return a unique_ptr because it transfers ownership. - GameInterface::GetDatabase() should return a reference because it returns an existing object that will always be valid at call time. - GameInterface::GetPlugin() and GameInterface::GetLoadedPlugins() return raw pointers because they do not transfer or share ownership. It's unfortunately that references can't be used instead (ignoring std::reference_wrapper), as std::optional<const Plugin&> and std::vector<const Plugin&> would be more meaningful return types. Internally, there were a few uses of shared_ptr that could be unique_ptr and a few that could be non-pointer types. A few uses of shared_ptr remain: - Game and ApiDatabase share a ConditionEvaluator, so it's kept inside a shared_ptr. Technically ApiDatabase is used such that the ConditionEvaluator it uses will always outlive it, but that's not guaranteed, so shared_ptr is used for safety. - Plugin objects are cached inside shared_ptr so that the map of them can be iterated over. Ideally they'd be stored in unique_ptr, but unique_ptr not being copyable means the map entries can't be iterated over.
115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
/* LOOT
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A load order optimisation tool for Oblivion, Skyrim, Fallout 3 and
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Fallout: New Vegas.
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Copyright (C) 2013-2016 WrinklyNinja
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This file is part of LOOT.
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LOOT is free software: you can redistribute
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it and/or modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version.
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LOOT is distributed in the hope that it will
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be useful, 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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You should have received a copy of the GNU General Public License
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along with LOOT. If not, see
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<https://www.gnu.org/licenses/>.
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*/
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#ifndef LOOT_API_H
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#define LOOT_API_H
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#include <filesystem>
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#include <functional>
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#include <memory>
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#include <string>
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#include "loot/api_decorator.h"
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#include "loot/enum/game_type.h"
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#include "loot/enum/log_level.h"
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#include "loot/exception/condition_syntax_error.h"
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#include "loot/exception/cyclic_interaction_error.h"
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#include "loot/exception/error_categories.h"
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#include "loot/exception/file_access_error.h"
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#include "loot/exception/undefined_group_error.h"
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#include "loot/game_interface.h"
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#include "loot/loot_version.h"
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namespace loot {
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/**
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* @}
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* @name Logging Functions
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* @{
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*/
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/**
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* @brief Set the callback function that is called when logging.
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* @details If this function is not called, the default behaviour is to
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* print messages to the console.
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* @param callback
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* The function called when logging. The first parameter is the
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* level of the message being logged, and the second is the message.
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*/
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LOOT_API void SetLoggingCallback(
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std::function<void(LogLevel, const char*)> callback);
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/**
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* @}
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* @name Version Functions
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* @{
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*/
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/**
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* @brief Checks for API compatibility.
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* @details Checks whether the loaded API is compatible with the given
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* version of the API, abstracting API stability policy away from
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* clients. The version numbering used is major.minor.patch.
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* @param major
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* The major version number to check.
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* @param minor
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* The minor version number to check.
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* @param patch
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* The patch version number to check.
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* @returns True if the API versions are compatible, false otherwise.
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*/
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LOOT_API bool IsCompatible(const unsigned int major,
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const unsigned int minor,
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const unsigned int patch);
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/**
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* @}
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* @name Lifecycle Management Functions
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* @{
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*/
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/**
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* @brief Initialise a new game handle.
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* @details Creates a handle for a game, which is then used by all
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* game-specific functions.
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* @param game
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* A game code for which to create the handle.
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* @param game_path
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* The relative or absolute path to the directory containing the
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* game's executable.
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* @param game_local_path
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* The relative or absolute path to the game's folder in
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* `%%LOCALAPPDATA%` or an empty path. If an empty path, the API will
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* attempt to look up the path that `%%LOCALAPPDATA%` corresponds to.
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* This parameter is provided so that systems lacking that environmental
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* variable (eg. Linux) can still use the API.
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* @returns The new game handle.
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*/
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LOOT_API std::unique_ptr<GameInterface> CreateGameHandle(
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const GameType game,
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const std::filesystem::path& game_path,
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const std::filesystem::path& game_local_path = "");
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}
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#endif
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