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<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System; namesp...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>ds">声音淡出时间,以秒为单位。</param> void StopAllLoadedSounds(float fadeOutSeconds); } } <|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ella...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gamefram<|fim_suffix|>> public interface ISoundGroupHelper { } } <|fim_middle|>ework.cn //...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramework.Sound { ...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using GameFramework.R...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>null; PlaySoundParams = null; DependencyAssetName = null; LoadedCount = 0; TotalCount = 0; UserData = null; } } } <|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: h<|fim_suffix|>"serialId">声音的序列编号。</param> /// <param name="soundAssetName">声音资源名称。</param> /// <param name="soundAgent">用于播放的声音代理。</param...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> public void Clear() { m_SerialId = 0; m_SoundGroup = null; m_PlaySoundParams = null; m_UserData = null; } } } } <|fim_prefix|>//------------------------------------------------------------ // ...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System; namespace GameFramew...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System.Collecti...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using GameFramework.Resource; using...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> return closeUIFormCompleteEventArgs; } /// <summary> /// 清理关闭界面完成事件。 /// </summary> public override void Clear() { SerialId = 0; UIFormAssetName = null; UIGroup = null; UserData = null; } ...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System.Collections.Generic; ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>GameFramework.UI { /// <summary> /// 界面组辅助器接口。 /// </summary> public interface IUIGroupHelper { /// <summary> /// 设置界面组深度。 /// </summary> /// <param name="depth">界面组深度。</param> void SetDepth(int depth); } } <|fim_prefix|>//------------------...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// 关闭所有已加载的界面。 /// </summary> void CloseAllLoadedUIForms(); /// <summary> /// 关闭所有已加载的界面。 /// </summary> /// <param name="userData">用户自定义数据。</param> void CloseAllLoadedUIForms(object userData); /// <summary> /// 关闭所有正在加载的界面。 ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param> /// <param name="dependencyAssetName">被加载的依赖资源名称。</param> /// <param name="loadedCount">当前已加载依赖资源数量。</param> /// <param name="totalCount">总共加载依赖资源数量。</param> /// <param name="userData">用户自定义数据。</param> ///...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// </summary> public object UserData { get; private set; } /// <summary> /// 创建打开界面失败事件。 /// </summary> /// <param name="serialId">界面序列编号。</param> /// <param name="uiFormAssetName">界面资源名称。</param> /// <pa...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//----------------------------------------------------<|fim_suffix|> set; } /// <summary> /// 获取界面组名称。 /// </summary> public string UIGroupName { get; private set; } /// <summary> /// 获取是否暂停被覆盖的界面。 /...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using GameFramework.ObjectPool; na...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>rrent.Value == null) { return; } } } else { if (current.Value.Covered) ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> { OpenUIFormFailureEventArgs openUIFormFailureEventArgs = OpenUIFormFailureEventArgs.Create(serialId, uiFormAssetName, uiGroup.Name, pauseCoveredUIForm, exception.ToString(), userData); m_OpenUIFormFailureEventHandler(this, openUIFormFailureEventArgs); ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>ypes.Add(typeName, type); return type; } } return null; } } } } <|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All right...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gamefra<|fim_suffix|>); /// <summary> /// 压缩数据。 /// <...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System; using S...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>的单精度浮点数。 /// </summary> /// <param name="value">字节数组。</param> /// <returns>由四个字节构成的单精度浮点数。</returns> public static float GetSingle(byte[] value) { return BitConverter.ToSingle(value, 0); } /// <summary> ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>将 bytes 使用 code 做异或运算。 /// </summary> /// <param name="bytes">原始二进制流。</param> /// <param name="startIndex">异或计算的开始位置。</param> /// <param name="length">异或计算长度,若小于 0,则计算整个二进制流。</param> /// <param name="code">异或二进制流。</param> /// <returns...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// <summary> /// 将 JSON 字符串反序列化为对象。 /// </summary> /// <param name="objectType">对象类型。</param> /// <param name="json">要反序列化的 JSON 字符串。</param> /// <returns>反序列化后的对象。</returns> object ToObject(Type ob...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System; namespace GameFramew...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using System; namesp...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> } } if (subDirectoryCount > 0) { return false; } if (Directory.GetFiles(directoryName, "*").Length > 0) { return false;...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// </summary> /// <param name="buffer">包含随机数的字节数组。</param> public static void GetRandomBytes(byte[] buffer) { s_Random.NextBytes(buffer); } } } } <|fim_prefix|>//--------------------------------------------------------...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramework { publi...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> value = (value >> 8) ^ table[bytes[i] ^ value & 0xff]; } } return value; } private static uint[] InitializeTable(uint polynomial) { uint[] table = new uint[T...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> } int result = (int)s_Algorithm.HashFinal(); s_Algorithm.Initialize(); Array.Clear(s_CachedBytes, 0, CachedBytesLength); return result; } } } } <|fim_prefix|>//---------------------------------------...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// <summary> /// 实用函数集。 /// </summary> public static partial class Utility { } } <|fim_prefix|>//-----------------------------------------------<|fim_middle|>------------- // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.c...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>rved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramework.WebRequest { /// <summary> /// Web 请求相关常量。 /// </summary> internal static class Constant { /// <summar...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> /// <summary> /// Web 请求代理辅助器错误事件。 /// </summary> event EventHandler<WebRequestAgentHelperErrorEventArgs> WebRequestAgentHelperError; /// <summary> /// 通过 Web 请求代理辅助器发送 Web 请求。 /// </summary> /// <param name="webRequestUri">Web 请求地址。</param> ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>y> /// 增加 Web 请求任务。 /// </summary> /// <param name="webRequestUri">Web 请求地址。</param> /// <param name="postData">要发送的数据流。</param> /// <param name="tag">Web 请求任务的标签。</param> /// <param name="priority">Web 请求任务的优先级。</param> /// <param name="userData">用户...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>yte[] webResponseBytes) { WebRequestAgentHelperCompleteEventArgs webRequestAgentHelperCompleteEventArgs = ReferencePool.Acquire<WebRequestAgentHelperCompleteEventArgs>(); webRequestAgentHelperCompleteEventArgs.m_WebResponseBytes = webResponseBytes; return webReq...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> public sealed class WebRequestAgentHelperErrorEventArgs : GameFrameworkEventArgs { /// <summary> /// 初始化 Web 请求代理辅助器错误事件的新实例。 /// </summary> public WebRequestAgentHelperErrorEventArgs() { ErrorMessage = null; } /// <summary> ...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------<|fim_suffix|> get; private set; } /// <summary> /// 获取用户自定义数据。 /// </summary> public object UserData { get; private set; } /// <summary> ...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramewo...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> { return m_PostData; } } } } <|fim_prefix|>//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework....
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramework.WebRequest ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|> Web 请求任务。 /// </summary> /// <param name="webRequestUri">Web 请求地址。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>新增 Web 请求任务的序列编号。</returns> public int AddWebRequest(string webRequestUri, object userData) { return AddWebReques...
fim
EllanJiang/GameFramework
csharp
//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ namespace GameFramework.WebRequest ...
fim
EllanJiang/GameFramework
csharp
<|fim_suffix|>请求成功事件。 /// </summary> public override void Clear() { SerialId = 0; WebRequestUri = null; m_WebResponseBytes = null; UserData = null; } /// <summary> /// 获取 Web 响应的数据流。 /// </summary> /// <retu...
fim
EllanJiang/GameFramework
csharp
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under <|fim_suffix|>https://opensource.org/license/mit/) bias = (bias^x)&7; x -= bias; x *= 2; x *= x; x += bias;<|fim_middle|>the MIT license (<|endoftext|>
fim
EpicGamesExt/raddebugger
cpp
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) /* * Program to run in debugger organized to provide tests for * single threaded stepping, breakpoints, evaluation. */ //////////////////////////////// // NOTE(allen): Complex Types #include <compl...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// <|fim_suffix|>points, evaluation. */ void c_type_coverage_eval_tests(void); void c_type_with_bitfield_usage(void);<|fim_middle|>Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) /* * Program to run in debugger organized to provide tests for * singl...
fim
EpicGamesExt/raddebugger
c
// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) /* ** Make sure we have an inlined function */ #if defined(_MSC_VER) # define FORCE_INLINE __forceinline #elif defined(__clang__) || defined(__GNUC__) # define FORCE_INLINE __attribute__((always_inline)) #else #...
fim
EpicGamesExt/raddebugger
cpp
<|fim_suffix|> 0.480f, 0.002f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 0.0f, 0.973f, 0.480f, 0.002f, -0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f, 0.973f, 0.480f, 0.002f, 0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 2.0f, 0.973f, 0.480f, 0.002f, -0.6f, -0.6f, -1.0f, 0.0...
fim
EpicGamesExt/raddebugger
cpp
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed unde<|fim_suffix|>cs basics1 = {1, 2, 3, 4}; Basics basics2 = {4, 5, 6, 7}; OnlyInModule only_in_module = {123, 456, 789, "this type is only in the module!"}; int x = 0; (void)x; } <|fim_middle|>r the MIT license (https://opensource.org/license/mit/) ...
fim
EpicGamesExt/raddebugger
cpp
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) static int important_s32 = 0; static float important_f32 = 0; #if _WIN32 #include <Windows.h> #endif static void do_something_with_intermediate_values(void) { static int another_important_s32 = 0...
fim
EpicGamesExt/raddebugger
cpp
<|fim_suffix|>w_based_range_read_uleb128(base, range, cursor, &startx); U64 length = 0; if (version < DW_Version_5) { // pre-standard length cursor += dw_based_range_read(base, range, cursor, sizeof(U32), &length); } else { cursor += dw_based_range_read_...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>l String8List dw_string_list_from_expression (Arena *arena, String8 raw_data, U64 cu_base, U64 addr_size, Arch arch, DW_Version ver, DW_Ext ext, DW_Format format); internal String8 dw_string_from_reg_off (Arena *arena, Arch arch, DW_Reg reg_idx, S64 reg_off); internal String8 dw_string_from_attrib_va...
fim
EpicGamesExt/raddebugger
c
// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) internal DW_PieceNode * dw_piece_list_push(Arena *arena, DW_PieceList *list, DW_Piece v) { DW_PieceNode *n = push_array(arena, DW_PieceNode, 1); n->v = v; SLLQueuePush(list->first, list->last, n); list->co...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>rhs, DW_ExprValue lhs); // unary operators internal DW_ExprValue dw_expr_abs(DW_ExprValue value); internal DW_ExprValue dw_expr_neg(DW_ExprValue value); internal DW_ExprValue dw_expr_not(DW_ExprValue value); // stack internal DW_ExprValueNode * dw_expr_stack_push(Arena *arena, DW_ExprStack *stack, DW_Ex...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|> U64 cursor; String8 program; DW_LineVMHeader header; B32 new_line; B32 new_seq; B32 skip_opcode; DW_LineVMState state; U64 advance; U64 opcode_off; DW_StdOpcode opcode; ...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) internal DW_CFI_Row * dw_make_cfi_row(Arena *arena, U64 reg_count) { DW_CFI_Row *row = push_array(arena, DW_CFI_Row, 1); row->regs = push_array(arena, DW_CFI_Register, reg_count); for EachIndex...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef DWARF_UNWIND_H #define DWARF_UNWIND_H typede<|fim_suffix|>i_unwind_init(Arena *arena, Arch arch, DW_CIE *cie, DW_FDE *fde, DW_DecodePtr *decode_ptr_func, void *decode_ptr_ud); internal B32 ...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef RDI_FROM_DWARF_H #define RDI_FROM_DWARF_H //////////////////////////////// //~ Conversion typedef struct D2R_ConvertParams { String8 dbg_name; String8 dbg_data; ...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: Abstracted Architecture Functions internal ARCH_Info * arch_info_from_arch(Arch arch) { ARCH_Info *result = &arch_info_nil; switch(arch) { default...
fim
EpicGamesExt/raddebugger
c
// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef ARCH_H #define ARCH_H //////////////////////////////// //~ rjf: Abstraction Backend Info typedef U8 ARCH_RegCode; typedef struct ARCH_Info ARCH_Info; struct ARCH_Info { U16 reg_block_size; ARCH_RegC...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>arch/rdi/arch_rdi.c" #endif <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT lic<|fim_middle|>ense (https://opensource.org/license/mit/) #include "arch/arch.c" #include "arch/os/arch_os.c" #if defined(DWARF_H) # include "arch/dwarf/arch_dwarf.c" #endif #if defined(RDI_H) # includ...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|> "arch/os/arch_os.h" #if defined(DWARF_H) # include "arch/dwarf/arch_dwarf.h" #endif #if defined(RDI_H) # include "arch/rdi/arch_rdi.h" #endif #endif // ARCH_INC_H <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) <|fim_middle|> #ifnde...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright<|fim_suffix|>de_table_from_arch(Arch arch) { U8 *result = &arch_reg_code_u8_nil; switch(arch) { default:{}break; #if defined(X64_H) case Arch_x64: { result = dw_reg_code_from_x64_table; }break; #endif } return result; } <|fim_middle|> (c) Epic Games Tools // Li...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>dif // ARCH_DWARF_H <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef ARCH_D<|fim_middle|>WARF_H #define ARCH_DWARF_H internal U8 *arch_dw_from_reg_code_table_from_arch(Arch arch); #en<|endoftext|>
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) internal B32 arch_os_write_reg_block_from_thread_ctx(Arch arch, OperatingSystem os, void *reg_block, void *thread_ctx) { B32 result = 0; <|fim_suffix|>while(0) #if defined(X64_H) && defined(WIN32_...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>H_OS_H <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef ARCH_OS_H #define ARCH_OS_H internal B32 arch_os_write_reg_block_from_thread_ctx(Arch arch, OperatingSystem os, void *re<|fim_middle|>g_block, void *thread_ctx); #endif...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensou<|fim_suffix|> internal U8 * arch_rdi_from_reg_code_table_from_arch(Arch arch) { U8 *result = &arch_reg_code_u8_nil; switch(arch) { default:{}break; #if defined(X64_H) case Arch_x64: { result = rdi_...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>e_from_arch(Arch arch); #endif // ARCH_RDI_H <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (http<|fim_middle|>s://opensource.org/license/mit/) #ifndef ARCH_RDI_H #define ARCH_RDI_H internal U8 *arch_rdi_from_reg_code_tabl<|endoftext|>
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>ed->cache_stripes, cache_slot_idx); RWMutexScope(cache_stripe->rw_mutex, 0) { for EachNode(cache, AC_Cache, ac_shared->cache_slots[cache_slot_idx]) { Rng1U64 slot_range = lane_range(cache->slots_count); for EachInRange(slot_idx, slot_range) { AC_Slot *...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef ARTIFACT_CACHE_H #define ARTIFACT_CACHE_H //////////////////////////////// //~ rjf: Artifact Handle Type typedef struct AC_Artifact AC_Artifact; struct AC_Artifact { U64 u64[4]; }; /////...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: Global Arena Table #if ARENA_TABLE_DEBUG typedef struct ArenaTableNode ArenaTableNode; struct ArenaTableNode { ArenaTableNode *next; Arena *arena; }; gl...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef BASE_ARENA_H #define BASE_ARENA_H //////////////////////////////// //~ rjf: Arena Types #define ARENA_HEADER_SIZE 128 typedef U64 ArenaFlags; enum { ArenaFlag_NoChain = (1<<0), Aren...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|> } else if(str8_match(str8_prefix(node->string, 1), str8_lit("-"), 0)) { option_name = str8_skip(option_name, 1); } else if(OperatingSystem_CURRENT == OperatingSystem_Windows && str8_match(str8_prefix(node->string, 1), str8_lit("/"), 0)) { opti...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef BASE_COMMAND_LINE_H #define BASE_COMMAND_LINE_H //////////////////////////////// //~ rjf: Parsed Command Line Types typedef struct CmdLineOpt CmdLineOpt; struct CmdLineOpt { CmdLineOpt *n...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef BASE_CONTEXT_CRACKING_H #define BASE_CONTEXT_CRACKING_H //////////////////////////////// //~ rjf: Clang OS/Arch Cracking #if defined(__clang__) # define COMPILER_CLANG 1 # if defined(_WIN...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>MSC_VER) #pragma warning (push, 0) #endif # define STB_SPRINTF_IMPLEMENTATION # define STB_SPRINTF_STATIC # include "third_party/stb/stb_sprintf.h" #endif #if defined(__clang__) #pragma clang diagnostic pop #elif defined(_MSC_VER) #pragma warning (pop, 0) #endif //////////////////////////////// //~ rjf...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>fffff; global const U32 bitmask21 = 0x001fffff; global const U32 bitmask22 = 0x003fffff; global const U32 bitmask23 = 0x007fffff; global const U32 bitmask24 = 0x00ffffff; global const U32 bitmask25 = 0x01ffffff; global const U32 bitmask26 = 0x03ffffff; global const U32 bitmask27 = 0x07ffffff; global const...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the M<|fim_suffix|>se/mit/) <|fim_middle|>IT license (https://opensource.org/licen<|endoftext|>
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef BASE_DYNAMIC_LIBARIES_H #define BASE_DYNAMIC_LIBARIES_H typedef struct Library Library; struct Library { U64 u64[1]; }; //////////////////////////////// //~ rjf: @per_os_impl Dynamically-...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) global U64 global_update_tick_idx = 0; global U64 async_threads_count = 0; global CondVar async_tick_start_cond_var = {0}; global Mutex async_tick_start_mutex = {0}; global Mutex async_tick_stop_mute...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>s); internal U64 update_tick_idx(void); internal B32 update(void); internal void async_thread_entry_point(void *params); #endif // BASE_ENTRY_POINT_H <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef<|fim_middle|> BASE_ENTRY_P...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: Handle Type Functions internal File file_zero(void) { File f = {0}; return f; } internal B3<|fim_suffix|> r1u64(file_off, file_off+write_buffer_size), ...
fim
EpicGamesExt/raddebugger
c
<|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef BASE_FILES_H #define BASE_FILES_H typedef U32 FileIterFlag<|fim_suffix|>th); internal B32 file_path_exists(String8 path); internal B32 folder_path_exists(String8 path);...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>256_init(&ctx); sha256_update(&ctx, data.str, data.size); sha256_finish(&ctx, result.u8); } return result; } <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: MD5 #include "third_p...
fim
EpicGamesExt/raddebugger
c
<|fim_suffix|>//////////////////////////// //~ rjf: SHA internal SHA1 sha1_from_data(String8 data); internal SHA256 sha256_from_data(String8 data); #endif // BASE_HASH_H <|fim_prefix|>// Copyright (c) Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) #ifndef BASE_HASH_H #define...
fim
EpicGamesExt/raddebugger
c