Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
65 lines
1.4 KiB
C++
65 lines
1.4 KiB
C++
#include "comline.hpp"
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//#include <exception>
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#include <stdio.h>
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#include "comline.h"
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using namespace NCOMLINE;
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/*********************************************************************/
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/* MIDL allocate and free */
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/*********************************************************************/
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void __RPC_FAR * __RPC_USER midl_user_allocate(size_t len)
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{
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return(malloc(len));
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}
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void __RPC_USER midl_user_free(void __RPC_FAR * ptr)
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{
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free(ptr);
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}
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#if 0
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DWORD WINAPI NCOMLINE::ServerClientThreadProc (void *p1)
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{
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CCommandLineServer *data;
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data = static_cast<CCommandLineServer *> (p1);
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WaitForSingleObject (data->m_ClientSemaphore,INFINITE);
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ReleaseSemaphore (data->m_ExitClientSemaphore,1,NULL);
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if (data->m_StartClient)
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{
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SMART_CRITICAL (data->m_Critical);
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data->m_Client = new CCommandLineClient (data->m_Instance);
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data->m_Client->ShowWindow ();
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n_CurClient = data->m_Client;
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}
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ReleaseSemaphore (data->m_ClientSemaphore,1,NULL);
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while (true)
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{
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if (MsgWaitForMultipleObjects (1,&data->m_ExitClientSemaphore,FALSE,INFINITE,QS_ALLEVENTS)==WAIT_OBJECT_0+1)
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{
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MSG msg;
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if (PeekMessage (&msg,NULL,0,0,PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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break;
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TranslateMessage (&msg);
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DispatchMessage (&msg);
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}
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}
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else
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break;
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}
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return 0;
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}
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#endif
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