pruned early comments
This commit is contained in:
16
dllmain.cpp
16
dllmain.cpp
@@ -25,17 +25,6 @@ namespace PalUIExtension
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std::vector<std::unique_ptr<Features::IUIFeature>> m_features{};
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std::vector<std::unique_ptr<Features::IUIFeature>> m_features{};
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bool m_installed = false;
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bool m_installed = false;
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// The static back-reference exists because UE4SS hook callbacks
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// for FUNCTIONS take a void* CustomData but the ENGINE-level
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// callbacks (LoadMap) do not -- they take a std::function with no
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// user data slot. A capturing lambda would work for the latter,
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// but then the two teardown paths would reach the mod by two
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// different mechanisms, and a reader would have to work out
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// whether that difference meant anything. It does not. One
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// pointer, one mechanism.
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//
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// Single-instance is a safe assumption here: UE4SS constructs
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// exactly one CppUserModBase per mod DLL via start_mod().
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inline static PalUIExtension* s_instance{ nullptr };
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inline static PalUIExtension* s_instance{ nullptr };
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public:
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public:
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@@ -51,8 +40,7 @@ namespace PalUIExtension
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~PalUIExtension() override
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~PalUIExtension() override
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{
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{
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// Order matters: hooks first, so nothing can fire a callback
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// Order matters: hooks first, so nothing can fire a callback into features that are about to be destroyed.
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// into features that are about to be destroyed.
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Static::EventHookRegistry::Cleanup();
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Static::EventHookRegistry::Cleanup();
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m_features.clear();
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m_features.clear();
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@@ -65,8 +53,6 @@ namespace PalUIExtension
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BuildFeatures();
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BuildFeatures();
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// +2 for the game-mode hooks below, which go through the same
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// registry and would otherwise force a reallocation.
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Static::EventHookRegistry::Initialize(m_features.size() * 4 + 2);
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Static::EventHookRegistry::Initialize(m_features.size() * 4 + 2);
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for (auto& Feature : m_features)
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for (auto& Feature : m_features)
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