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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// Purpose: Defines a group of app systems that all have the same lifetime
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// that need to be connected/initialized, etc. in a well-defined order
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef DEDICATED_H
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#define DEDICATED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "appframework/tier3app.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IDedicatedServerAPI;
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//-----------------------------------------------------------------------------
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// Singleton interfaces
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//-----------------------------------------------------------------------------
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extern IDedicatedServerAPI *engine;
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extern char g_szEXEName[ MAX_PATH ];
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//-----------------------------------------------------------------------------
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// Inner loop: initialize, shutdown main systems, load steam to
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//-----------------------------------------------------------------------------
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#ifdef POSIX
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#define DEDICATED_BASECLASS CTier2SteamApp
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#else
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#define DEDICATED_BASECLASS CVguiSteamApp
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#endif
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class CDedicatedAppSystemGroup : public DEDICATED_BASECLASS
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{
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typedef DEDICATED_BASECLASS BaseClass;
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public:
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// Methods of IApplication
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virtual bool Create( );
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virtual bool PreInit( );
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virtual int Main( );
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virtual void PostShutdown();
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virtual void Destroy();
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// Used to chain to base class
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AppModule_t LoadModule( CreateInterfaceFn factory )
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{
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return CSteamAppSystemGroup::LoadModule( factory );
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}
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// Method to add various global singleton systems
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bool AddSystems( AppSystemInfo_t *pSystems )
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{
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return CSteamAppSystemGroup::AddSystems( pSystems );
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}
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void *FindSystem( const char *pInterfaceName )
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{
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return CSteamAppSystemGroup::FindSystem( pInterfaceName );
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}
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};
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#endif // DEDICATED_H
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