initial shape

This commit is contained in:
otavepto 2024-04-14 10:32:24 +02:00
parent 484fc2a982
commit 77ea53b59e
43 changed files with 4624 additions and 43 deletions

16
asd.py Normal file
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import os
import glob
if __name__ == "__main__":
with open("cc.ini", "w", encoding="utf-8") as fw:
for gg in glob.glob('post_build/steam_settings.EXAMPLE/*.txt'):
kk = os.path.basename(gg[:-12])
lns=[]
with open(gg, "r", encoding="utf-8") as f:
lns=['# ' + ll.strip('\n').strip('\r') for ll in f.readlines()]
for ln in lns:
fw.write(ln + '\n')
fw.write(kk + '=false' + '\n')
fw.write('' + '\n')

158
cc.ini Normal file
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# 76561197960287930
# 76561197960271227
# 76561197960276863
auto_accept_invite=false
# 12345
build_id=false
# 192.168.3.255
# 127.8.9.10
# 192.168.66.99
# 192.168.7.99
# removethis.test.domain.com
custom_broadcasts=false
# 228986
# 228990
# 814381
# 814382
# 814383
# 1039230
depots=false
# 1234=DLCNAME
# 23454=This is another example DLC name
# 7869=It's the same format as other emus like the codex emu
DLC=false
# 1. Rename this to: installed_app_ids.txt
# 2. Add all apps IDs (each on a separate line) that should be reported as insatlled, they could be NOT owned, that is allowed
# 3. Or, remove the file installed_app_ids.txt if it exists to:
# * Allow app ID 0, this seems to be a special denotation to "non-steam apps"
# * Allow app ID of the current game (you must create the file steam_appid.txt)
# * Allow anything else
#
# In all cases app ID 4294967295 is disallowed
installed_app_ids=false
# LEADERBOARD1=0=0
# LEADERBOARDX=1=1
# LEADERBOARDTEST=0=0
leaderboards=false
# ; ---------------------------
# ; you don't need to specify all the parameters when using this file
# ; only set the parameters relevant to your use case
# ; ---------------------------
#
# ; load custom TrueType font from a path, it could be absolute, or relative
# ; relative paths will be looked up inside the local folder "steam_settings/fonts" first,
# ; if that wasn't found, it will be looked up inside the global folder "Goldberg SteamEmu Settings/settings/fonts"
# Font_Override BungeeSpice-Regular.ttf
#
# ; global font size
# ; for built-in font, multiple of 16 is recommended. e.g. 16 32...
# Font_Size 16.0
#
# ; achievement icon size
# Icon_Size 64.0
#
# ; spacing between characters
# Font_Glyph_Extra_Spacing_x 1.0
# Font_Glyph_Extra_Spacing_y 0.0
#
# Notification_R 0.16
# Notification_G 0.29
# Notification_B 0.48
# Notification_A 1.0
#
# Background_R -1.0
# Background_G -1.0
# Background_B -1.0
# Background_A -1.0
#
# Element_R -1.0
# Element_G -1.0
# Element_B -1.0
# Element_A -1.0
#
# ElementHovered_R -1.0
# ElementHovered_G -1.0
# ElementHovered_B -1.0
# ElementHovered_A -1.0
#
# ElementActive_R -1.0
# ElementActive_G -1.0
# ElementActive_B -1.0
# ElementActive_A -1.0
#
#
# ; available options:
# ; top_left
# ; top_center
# ; top_right
# ; bot_left
# ; bot_center
# ; bot_right
#
# ; position of achievements
# PosAchievement top_right
#
# ; position of invitations
# PosInvitation top_right
#
# ; position of chat messages
# PosChatMsg top_right
overlay_appearance=false
# lifetime_experience=int=0
# experience=int=0
# stat_example_name1=float=3.5
# stat_example_name2=int=1337
# stat_example_name3=int=0
# stat_example_name4=float=0
# stat_example_name5=avgrate=0
stats=false
# SteamClient015
# SteamGameServer012
# SteamGameServerStats001
# SteamUser017
# SteamFriends014
# SteamUtils007
# SteamMatchMaking009
# SteamMatchMakingServers002
# STEAMUSERSTATS_INTERFACE_VERSION011
# STEAMAPPS_INTERFACE_VERSION006
# SteamNetworking005
# STEAMREMOTESTORAGE_INTERFACE_VERSION012
# STEAMSCREENSHOTS_INTERFACE_VERSION002
# STEAMHTTP_INTERFACE_VERSION002
# STEAMUNIFIEDMESSAGES_INTERFACE_VERSION001
# STEAMCONTROLLER_INTERFACE_VERSION
# STEAMUGC_INTERFACE_VERSION002
# STEAMAPPLIST_INTERFACE_VERSION001
# STEAMMUSIC_INTERFACE_VERSION001
# STEAMMUSICREMOTE_INTERFACE_VERSION001
steam_interfaces=false
# 103582791433980119
# 103582791438562929
# 103582791441335905
# 103582791460014708
subscribed_groups=false
# 000000000000000000 Group Name Clan Tag
subscribed_groups_clans=false
# english
# german
# french
# spanish
# schinese
# russian
# japanese
# latam
supported_languages=false

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@ -236,7 +236,7 @@ static inline void reset_LastError()
#define CLIENT_HSTEAMUSER 1 #define CLIENT_HSTEAMUSER 1
#define SERVER_HSTEAMUSER 1 #define SERVER_HSTEAMUSER 1
#define DEFAULT_NAME "Noob" #define DEFAULT_NAME "orca"
#define PROGRAM_NAME_1 "Go" #define PROGRAM_NAME_1 "Go"
#define PROGRAM_NAME_2 "ld" #define PROGRAM_NAME_2 "ld"
#define PROGRAM_NAME_3 "be" #define PROGRAM_NAME_3 "be"

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@ -17,6 +17,11 @@
#include "dll/settings_parser.h" #include "dll/settings_parser.h"
#define SI_CONVERT_GENERIC
#define SI_SUPPORT_IOSTREAMS
#define SI_NO_MBCS
#include "simpleini/SimpleIni.h"
static void load_custom_broadcasts(std::string broadcasts_filepath, std::set<IP_PORT> &custom_broadcasts) static void load_custom_broadcasts(std::string broadcasts_filepath, std::set<IP_PORT> &custom_broadcasts)
{ {
PRINT_DEBUG("loading broadcasts file '%s'", broadcasts_filepath.c_str()); PRINT_DEBUG("loading broadcasts file '%s'", broadcasts_filepath.c_str());

539
libs/simpleini/ConvertUTF.c Normal file
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/*
* Copyright 2001-2004 Unicode, Inc.
*
* Disclaimer
*
* This source code is provided as is by Unicode, Inc. No claims are
* made as to fitness for any particular purpose. No warranties of any
* kind are expressed or implied. The recipient agrees to determine
* applicability of information provided. If this file has been
* purchased on magnetic or optical media from Unicode, Inc., the
* sole remedy for any claim will be exchange of defective media
* within 90 days of receipt.
*
* Limitations on Rights to Redistribute This Code
*
* Unicode, Inc. hereby grants the right to freely use the information
* supplied in this file in the creation of products supporting the
* Unicode Standard, and to make copies of this file in any form
* for internal or external distribution as long as this notice
* remains attached.
*/
/* ---------------------------------------------------------------------
Conversions between UTF32, UTF-16, and UTF-8. Source code file.
Author: Mark E. Davis, 1994.
Rev History: Rick McGowan, fixes & updates May 2001.
Sept 2001: fixed const & error conditions per
mods suggested by S. Parent & A. Lillich.
June 2002: Tim Dodd added detection and handling of incomplete
source sequences, enhanced error detection, added casts
to eliminate compiler warnings.
July 2003: slight mods to back out aggressive FFFE detection.
Jan 2004: updated switches in from-UTF8 conversions.
Oct 2004: updated to use UNI_MAX_LEGAL_UTF32 in UTF-32 conversions.
See the header file "ConvertUTF.h" for complete documentation.
------------------------------------------------------------------------ */
#include "ConvertUTF.h"
#ifdef CVTUTF_DEBUG
#include <stdio.h>
#endif
static const int halfShift = 10; /* used for shifting by 10 bits */
static const UTF32 halfBase = 0x0010000UL;
static const UTF32 halfMask = 0x3FFUL;
#define UNI_SUR_HIGH_START (UTF32)0xD800
#define UNI_SUR_HIGH_END (UTF32)0xDBFF
#define UNI_SUR_LOW_START (UTF32)0xDC00
#define UNI_SUR_LOW_END (UTF32)0xDFFF
#define false 0
#define true 1
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF32toUTF16 (
const UTF32** sourceStart, const UTF32* sourceEnd,
UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF32* source = *sourceStart;
UTF16* target = *targetStart;
while (source < sourceEnd) {
UTF32 ch;
if (target >= targetEnd) {
result = targetExhausted; break;
}
ch = *source++;
if (ch <= UNI_MAX_BMP) { /* Target is a character <= 0xFFFF */
/* UTF-16 surrogate values are illegal in UTF-32; 0xffff or 0xfffe are both reserved values */
if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
if (flags == strictConversion) {
--source; /* return to the illegal value itself */
result = sourceIllegal;
break;
} else {
*target++ = UNI_REPLACEMENT_CHAR;
}
} else {
*target++ = (UTF16)ch; /* normal case */
}
} else if (ch > UNI_MAX_LEGAL_UTF32) {
if (flags == strictConversion) {
result = sourceIllegal;
} else {
*target++ = UNI_REPLACEMENT_CHAR;
}
} else {
/* target is a character in range 0xFFFF - 0x10FFFF. */
if (target + 1 >= targetEnd) {
--source; /* Back up source pointer! */
result = targetExhausted; break;
}
ch -= halfBase;
*target++ = (UTF16)((ch >> halfShift) + UNI_SUR_HIGH_START);
*target++ = (UTF16)((ch & halfMask) + UNI_SUR_LOW_START);
}
}
*sourceStart = source;
*targetStart = target;
return result;
}
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF16toUTF32 (
const UTF16** sourceStart, const UTF16* sourceEnd,
UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF16* source = *sourceStart;
UTF32* target = *targetStart;
UTF32 ch, ch2;
while (source < sourceEnd) {
const UTF16* oldSource = source; /* In case we have to back up because of target overflow. */
ch = *source++;
/* If we have a surrogate pair, convert to UTF32 first. */
if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_HIGH_END) {
/* If the 16 bits following the high surrogate are in the source buffer... */
if (source < sourceEnd) {
ch2 = *source;
/* If it's a low surrogate, convert to UTF32. */
if (ch2 >= UNI_SUR_LOW_START && ch2 <= UNI_SUR_LOW_END) {
ch = ((ch - UNI_SUR_HIGH_START) << halfShift)
+ (ch2 - UNI_SUR_LOW_START) + halfBase;
++source;
} else if (flags == strictConversion) { /* it's an unpaired high surrogate */
--source; /* return to the illegal value itself */
result = sourceIllegal;
break;
}
} else { /* We don't have the 16 bits following the high surrogate. */
--source; /* return to the high surrogate */
result = sourceExhausted;
break;
}
} else if (flags == strictConversion) {
/* UTF-16 surrogate values are illegal in UTF-32 */
if (ch >= UNI_SUR_LOW_START && ch <= UNI_SUR_LOW_END) {
--source; /* return to the illegal value itself */
result = sourceIllegal;
break;
}
}
if (target >= targetEnd) {
source = oldSource; /* Back up source pointer! */
result = targetExhausted; break;
}
*target++ = ch;
}
*sourceStart = source;
*targetStart = target;
#ifdef CVTUTF_DEBUG
if (result == sourceIllegal) {
fprintf(stderr, "ConvertUTF16toUTF32 illegal seq 0x%04x,%04x\n", ch, ch2);
fflush(stderr);
}
#endif
return result;
}
/* --------------------------------------------------------------------- */
/*
* Index into the table below with the first byte of a UTF-8 sequence to
* get the number of trailing bytes that are supposed to follow it.
* Note that *legal* UTF-8 values can't have 4 or 5-bytes. The table is
* left as-is for anyone who may want to do such conversion, which was
* allowed in earlier algorithms.
*/
static const char trailingBytesForUTF8[256] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 3,3,3,3,3,3,3,3,4,4,4,4,5,5,5,5
};
/*
* Magic values subtracted from a buffer value during UTF8 conversion.
* This table contains as many values as there might be trailing bytes
* in a UTF-8 sequence.
*/
static const UTF32 offsetsFromUTF8[6] = { 0x00000000UL, 0x00003080UL, 0x000E2080UL,
0x03C82080UL, 0xFA082080UL, 0x82082080UL };
/*
* Once the bits are split out into bytes of UTF-8, this is a mask OR-ed
* into the first byte, depending on how many bytes follow. There are
* as many entries in this table as there are UTF-8 sequence types.
* (I.e., one byte sequence, two byte... etc.). Remember that sequences
* for *legal* UTF-8 will be 4 or fewer bytes total.
*/
static const UTF8 firstByteMark[7] = { 0x00, 0x00, 0xC0, 0xE0, 0xF0, 0xF8, 0xFC };
/* --------------------------------------------------------------------- */
/* The interface converts a whole buffer to avoid function-call overhead.
* Constants have been gathered. Loops & conditionals have been removed as
* much as possible for efficiency, in favor of drop-through switches.
* (See "Note A" at the bottom of the file for equivalent code.)
* If your compiler supports it, the "isLegalUTF8" call can be turned
* into an inline function.
*/
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF16toUTF8 (
const UTF16** sourceStart, const UTF16* sourceEnd,
UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF16* source = *sourceStart;
UTF8* target = *targetStart;
while (source < sourceEnd) {
UTF32 ch;
unsigned short bytesToWrite = 0;
const UTF32 byteMask = 0xBF;
const UTF32 byteMark = 0x80;
const UTF16* oldSource = source; /* In case we have to back up because of target overflow. */
ch = *source++;
/* If we have a surrogate pair, convert to UTF32 first. */
if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_HIGH_END) {
/* If the 16 bits following the high surrogate are in the source buffer... */
if (source < sourceEnd) {
UTF32 ch2 = *source;
/* If it's a low surrogate, convert to UTF32. */
if (ch2 >= UNI_SUR_LOW_START && ch2 <= UNI_SUR_LOW_END) {
ch = ((ch - UNI_SUR_HIGH_START) << halfShift)
+ (ch2 - UNI_SUR_LOW_START) + halfBase;
++source;
} else if (flags == strictConversion) { /* it's an unpaired high surrogate */
--source; /* return to the illegal value itself */
result = sourceIllegal;
break;
}
} else { /* We don't have the 16 bits following the high surrogate. */
--source; /* return to the high surrogate */
result = sourceExhausted;
break;
}
} else if (flags == strictConversion) {
/* UTF-16 surrogate values are illegal in UTF-32 */
if (ch >= UNI_SUR_LOW_START && ch <= UNI_SUR_LOW_END) {
--source; /* return to the illegal value itself */
result = sourceIllegal;
break;
}
}
/* Figure out how many bytes the result will require */
if (ch < (UTF32)0x80) { bytesToWrite = 1;
} else if (ch < (UTF32)0x800) { bytesToWrite = 2;
} else if (ch < (UTF32)0x10000) { bytesToWrite = 3;
} else if (ch < (UTF32)0x110000) { bytesToWrite = 4;
} else { bytesToWrite = 3;
ch = UNI_REPLACEMENT_CHAR;
}
target += bytesToWrite;
if (target > targetEnd) {
source = oldSource; /* Back up source pointer! */
target -= bytesToWrite; result = targetExhausted; break;
}
switch (bytesToWrite) { /* note: everything falls through. */
case 4: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
case 3: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
case 2: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
case 1: *--target = (UTF8)(ch | firstByteMark[bytesToWrite]);
}
target += bytesToWrite;
}
*sourceStart = source;
*targetStart = target;
return result;
}
/* --------------------------------------------------------------------- */
/*
* Utility routine to tell whether a sequence of bytes is legal UTF-8.
* This must be called with the length pre-determined by the first byte.
* If not calling this from ConvertUTF8to*, then the length can be set by:
* length = trailingBytesForUTF8[*source]+1;
* and the sequence is illegal right away if there aren't that many bytes
* available.
* If presented with a length > 4, this returns false. The Unicode
* definition of UTF-8 goes up to 4-byte sequences.
*/
static Boolean isLegalUTF8(const UTF8 *source, int length) {
UTF8 a;
const UTF8 *srcptr = source+length;
switch (length) {
default: return false;
/* Everything else falls through when "true"... */
case 4: if ((a = (*--srcptr)) < 0x80 || a > 0xBF) return false;
case 3: if ((a = (*--srcptr)) < 0x80 || a > 0xBF) return false;
case 2: if ((a = (*--srcptr)) > 0xBF) return false;
switch (*source) {
/* no fall-through in this inner switch */
case 0xE0: if (a < 0xA0) return false; break;
case 0xED: if (a > 0x9F) return false; break;
case 0xF0: if (a < 0x90) return false; break;
case 0xF4: if (a > 0x8F) return false; break;
default: if (a < 0x80) return false;
}
case 1: if (*source >= 0x80 && *source < 0xC2) return false;
}
if (*source > 0xF4) return false;
return true;
}
/* --------------------------------------------------------------------- */
/*
* Exported function to return whether a UTF-8 sequence is legal or not.
* This is not used here; it's just exported.
*/
Boolean isLegalUTF8Sequence(const UTF8 *source, const UTF8 *sourceEnd) {
int length = trailingBytesForUTF8[*source]+1;
if (source+length > sourceEnd) {
return false;
}
return isLegalUTF8(source, length);
}
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF8toUTF16 (
const UTF8** sourceStart, const UTF8* sourceEnd,
UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF8* source = *sourceStart;
UTF16* target = *targetStart;
while (source < sourceEnd) {
UTF32 ch = 0;
unsigned short extraBytesToRead = trailingBytesForUTF8[*source];
if (source + extraBytesToRead >= sourceEnd) {
result = sourceExhausted; break;
}
/* Do this check whether lenient or strict */
if (! isLegalUTF8(source, extraBytesToRead+1)) {
result = sourceIllegal;
break;
}
/*
* The cases all fall through. See "Note A" below.
*/
switch (extraBytesToRead) {
case 5: ch += *source++; ch <<= 6; /* remember, illegal UTF-8 */
case 4: ch += *source++; ch <<= 6; /* remember, illegal UTF-8 */
case 3: ch += *source++; ch <<= 6;
case 2: ch += *source++; ch <<= 6;
case 1: ch += *source++; ch <<= 6;
case 0: ch += *source++;
}
ch -= offsetsFromUTF8[extraBytesToRead];
if (target >= targetEnd) {
source -= (extraBytesToRead+1); /* Back up source pointer! */
result = targetExhausted; break;
}
if (ch <= UNI_MAX_BMP) { /* Target is a character <= 0xFFFF */
/* UTF-16 surrogate values are illegal in UTF-32 */
if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
if (flags == strictConversion) {
source -= (extraBytesToRead+1); /* return to the illegal value itself */
result = sourceIllegal;
break;
} else {
*target++ = UNI_REPLACEMENT_CHAR;
}
} else {
*target++ = (UTF16)ch; /* normal case */
}
} else if (ch > UNI_MAX_UTF16) {
if (flags == strictConversion) {
result = sourceIllegal;
source -= (extraBytesToRead+1); /* return to the start */
break; /* Bail out; shouldn't continue */
} else {
*target++ = UNI_REPLACEMENT_CHAR;
}
} else {
/* target is a character in range 0xFFFF - 0x10FFFF. */
if (target + 1 >= targetEnd) {
source -= (extraBytesToRead+1); /* Back up source pointer! */
result = targetExhausted; break;
}
ch -= halfBase;
*target++ = (UTF16)((ch >> halfShift) + UNI_SUR_HIGH_START);
*target++ = (UTF16)((ch & halfMask) + UNI_SUR_LOW_START);
}
}
*sourceStart = source;
*targetStart = target;
return result;
}
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF32toUTF8 (
const UTF32** sourceStart, const UTF32* sourceEnd,
UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF32* source = *sourceStart;
UTF8* target = *targetStart;
while (source < sourceEnd) {
UTF32 ch;
unsigned short bytesToWrite = 0;
const UTF32 byteMask = 0xBF;
const UTF32 byteMark = 0x80;
ch = *source++;
if (flags == strictConversion ) {
/* UTF-16 surrogate values are illegal in UTF-32 */
if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
--source; /* return to the illegal value itself */
result = sourceIllegal;
break;
}
}
/*
* Figure out how many bytes the result will require. Turn any
* illegally large UTF32 things (> Plane 17) into replacement chars.
*/
if (ch < (UTF32)0x80) { bytesToWrite = 1;
} else if (ch < (UTF32)0x800) { bytesToWrite = 2;
} else if (ch < (UTF32)0x10000) { bytesToWrite = 3;
} else if (ch <= UNI_MAX_LEGAL_UTF32) { bytesToWrite = 4;
} else { bytesToWrite = 3;
ch = UNI_REPLACEMENT_CHAR;
result = sourceIllegal;
}
target += bytesToWrite;
if (target > targetEnd) {
--source; /* Back up source pointer! */
target -= bytesToWrite; result = targetExhausted; break;
}
switch (bytesToWrite) { /* note: everything falls through. */
case 4: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
case 3: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
case 2: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
case 1: *--target = (UTF8) (ch | firstByteMark[bytesToWrite]);
}
target += bytesToWrite;
}
*sourceStart = source;
*targetStart = target;
return result;
}
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF8toUTF32 (
const UTF8** sourceStart, const UTF8* sourceEnd,
UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF8* source = *sourceStart;
UTF32* target = *targetStart;
while (source < sourceEnd) {
UTF32 ch = 0;
unsigned short extraBytesToRead = trailingBytesForUTF8[*source];
if (source + extraBytesToRead >= sourceEnd) {
result = sourceExhausted; break;
}
/* Do this check whether lenient or strict */
if (! isLegalUTF8(source, extraBytesToRead+1)) {
result = sourceIllegal;
break;
}
/*
* The cases all fall through. See "Note A" below.
*/
switch (extraBytesToRead) {
case 5: ch += *source++; ch <<= 6;
case 4: ch += *source++; ch <<= 6;
case 3: ch += *source++; ch <<= 6;
case 2: ch += *source++; ch <<= 6;
case 1: ch += *source++; ch <<= 6;
case 0: ch += *source++;
}
ch -= offsetsFromUTF8[extraBytesToRead];
if (target >= targetEnd) {
source -= (extraBytesToRead+1); /* Back up the source pointer! */
result = targetExhausted; break;
}
if (ch <= UNI_MAX_LEGAL_UTF32) {
/*
* UTF-16 surrogate values are illegal in UTF-32, and anything
* over Plane 17 (> 0x10FFFF) is illegal.
*/
if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
if (flags == strictConversion) {
source -= (extraBytesToRead+1); /* return to the illegal value itself */
result = sourceIllegal;
break;
} else {
*target++ = UNI_REPLACEMENT_CHAR;
}
} else {
*target++ = ch;
}
} else { /* i.e., ch > UNI_MAX_LEGAL_UTF32 */
result = sourceIllegal;
*target++ = UNI_REPLACEMENT_CHAR;
}
}
*sourceStart = source;
*targetStart = target;
return result;
}
/* ---------------------------------------------------------------------
Note A.
The fall-through switches in UTF-8 reading code save a
temp variable, some decrements & conditionals. The switches
are equivalent to the following loop:
{
int tmpBytesToRead = extraBytesToRead+1;
do {
ch += *source++;
--tmpBytesToRead;
if (tmpBytesToRead) ch <<= 6;
} while (tmpBytesToRead > 0);
}
In UTF-8 writing code, the switches on "bytesToWrite" are
similarly unrolled loops.
--------------------------------------------------------------------- */

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libs/simpleini/ConvertUTF.h Normal file
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/*
* Copyright 2001-2004 Unicode, Inc.
*
* Disclaimer
*
* This source code is provided as is by Unicode, Inc. No claims are
* made as to fitness for any particular purpose. No warranties of any
* kind are expressed or implied. The recipient agrees to determine
* applicability of information provided. If this file has been
* purchased on magnetic or optical media from Unicode, Inc., the
* sole remedy for any claim will be exchange of defective media
* within 90 days of receipt.
*
* Limitations on Rights to Redistribute This Code
*
* Unicode, Inc. hereby grants the right to freely use the information
* supplied in this file in the creation of products supporting the
* Unicode Standard, and to make copies of this file in any form
* for internal or external distribution as long as this notice
* remains attached.
*/
/* ---------------------------------------------------------------------
Conversions between UTF32, UTF-16, and UTF-8. Header file.
Several functions are included here, forming a complete set of
conversions between the three formats. UTF-7 is not included
here, but is handled in a separate source file.
Each of these routines takes pointers to input buffers and output
buffers. The input buffers are const.
Each routine converts the text between *sourceStart and sourceEnd,
putting the result into the buffer between *targetStart and
targetEnd. Note: the end pointers are *after* the last item: e.g.
*(sourceEnd - 1) is the last item.
The return result indicates whether the conversion was successful,
and if not, whether the problem was in the source or target buffers.
(Only the first encountered problem is indicated.)
After the conversion, *sourceStart and *targetStart are both
updated to point to the end of last text successfully converted in
the respective buffers.
Input parameters:
sourceStart - pointer to a pointer to the source buffer.
The contents of this are modified on return so that
it points at the next thing to be converted.
targetStart - similarly, pointer to pointer to the target buffer.
sourceEnd, targetEnd - respectively pointers to the ends of the
two buffers, for overflow checking only.
These conversion functions take a ConversionFlags argument. When this
flag is set to strict, both irregular sequences and isolated surrogates
will cause an error. When the flag is set to lenient, both irregular
sequences and isolated surrogates are converted.
Whether the flag is strict or lenient, all illegal sequences will cause
an error return. This includes sequences such as: <F4 90 80 80>, <C0 80>,
or <A0> in UTF-8, and values above 0x10FFFF in UTF-32. Conformant code
must check for illegal sequences.
When the flag is set to lenient, characters over 0x10FFFF are converted
to the replacement character; otherwise (when the flag is set to strict)
they constitute an error.
Output parameters:
The value "sourceIllegal" is returned from some routines if the input
sequence is malformed. When "sourceIllegal" is returned, the source
value will point to the illegal value that caused the problem. E.g.,
in UTF-8 when a sequence is malformed, it points to the start of the
malformed sequence.
Author: Mark E. Davis, 1994.
Rev History: Rick McGowan, fixes & updates May 2001.
Fixes & updates, Sept 2001.
------------------------------------------------------------------------ */
/* ---------------------------------------------------------------------
The following 4 definitions are compiler-specific.
The C standard does not guarantee that wchar_t has at least
16 bits, so wchar_t is no less portable than unsigned short!
All should be unsigned values to avoid sign extension during
bit mask & shift operations.
------------------------------------------------------------------------ */
typedef unsigned int UTF32; /* at least 32 bits */
typedef unsigned short UTF16; /* at least 16 bits */
typedef unsigned char UTF8; /* typically 8 bits */
typedef unsigned char Boolean; /* 0 or 1 */
/* Some fundamental constants */
#define UNI_REPLACEMENT_CHAR (UTF32)0x0000FFFD
#define UNI_MAX_BMP (UTF32)0x0000FFFF
#define UNI_MAX_UTF16 (UTF32)0x0010FFFF
#define UNI_MAX_UTF32 (UTF32)0x7FFFFFFF
#define UNI_MAX_LEGAL_UTF32 (UTF32)0x0010FFFF
typedef enum {
conversionOK, /* conversion successful */
sourceExhausted, /* partial character in source, but hit end */
targetExhausted, /* insufficient room in target for conversion */
sourceIllegal /* source sequence is illegal/malformed */
} ConversionResult;
typedef enum {
strictConversion = 0,
lenientConversion
} ConversionFlags;
/* This is for C++ and does no harm in C */
#ifdef __cplusplus
extern "C" {
#endif
ConversionResult ConvertUTF8toUTF16 (
const UTF8** sourceStart, const UTF8* sourceEnd,
UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF16toUTF8 (
const UTF16** sourceStart, const UTF16* sourceEnd,
UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF8toUTF32 (
const UTF8** sourceStart, const UTF8* sourceEnd,
UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF32toUTF8 (
const UTF32** sourceStart, const UTF32* sourceEnd,
UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF16toUTF32 (
const UTF16** sourceStart, const UTF16* sourceEnd,
UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF32toUTF16 (
const UTF32** sourceStart, const UTF32* sourceEnd,
UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags);
Boolean isLegalUTF8Sequence(const UTF8 *source, const UTF8 *sourceEnd);
#ifdef __cplusplus
}
#endif
/* --------------------------------------------------------------------- */

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The MIT License (MIT)
Copyright (c) 2006-2022 Brodie Thiesfield
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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https://github.com/brofield/simpleini/tree/f7862c3dd7ad35becc2741f268e3402e89a37666

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Rename this to: achievements_bypass.txt to make SetAchievement() always return true.

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[app]
# make the game/app think we're playing on a beta branch
is_beta_branch=false
# force the name of the branch reported to the game/app, default=public
# see also is_beta_branch
force_branch_name=public
# force SetAchievement() to always return true
achievements_bypass=false
[configs]
# generate a stack trace file on crash, very primitive and won't always work
crash_printer_location=./path/relative/to/dll/crashes.txt
# disable avatar functionality
disable_account_avatar=false
# prevent Steam_User_Stats::FindLeaderboard() from always succeeding and creating the unknown leaderboard
# not recommended to disable this
disable_leaderboards_create_unknown=false
# default=english
# https://partner.steamgames.com/doc/store/localization/languages
# check the column "API language code"
force_language=english
# country reported to the app when it calls the function Steam_Utils::GetIPCountry
# get the alpha-2 code from: https://www.iban.com/country-codes
# default=US
ip_country=US
# synchronize user stats/achievements with game servers as soon as possible instead of caching them
# not recommended
immediate_gameserver_stats=false
# generate new app auth ticket
new_app_ticket=false
# generate/embed generate GC inside new App Ticket
gc_token=false
# pretend steam is running on a steam deck
steam_deck=false
[connectivity]
# prevent hooking OS networking APIs and allow any external requests
# only used by the experimental builds on Windows
disable_lan_only=false
# disable all steam networking interface functionality
# this won't prevent games/apps from making external requests
disable_networking=false
# pretend steam is running in offline mode
offline=false
# port used by the networking interface, default=47584
force_listen_port=47584
# prevent sharing stats and achievements with any game server,
# this also disables the interface ISteamGameServerStats
disable_sharing_stats_with_gameserver=false
# do not send server details to the server browser
# only works for game servers
disable_source_query=false
# enable sharing leaderboards scores with people playing the same game on the same network
share_leaderboards_over_network=false
[matchmaking]
# prevent lobby creation in steam matchmaking interface
disable_lobby_creation=false
# grab the server details for match making using an actual server query
# not recommended
server_details_via_source_query=false
# use the proper type of the server list (internet, friends, etc...) when requested by the game
# otherwise, the emu will always return the type "LAN server"
# not recommended
server_list_actual_type=false
[steamhttp]
# attempt to download external HTTP(S) requests made via Steam_HTTP::SendHTTPRequest()
# make sure to:
# * set disable_lan_only=false
# * set disable_networking=false
download_steamhttp_requests=false
# force the function Steam_HTTP::SendHTTPRequest() to always succeed
force_steamhttp_success=false
[overlay]
# ---------------------
# USE AT YOUR OWN RISK
# ---------------------
#
# enable the experimental overlay, might cause crashes
enable_experimental_overlay=false
# amount of time to wait before attempting to detect the renderer (DirectX, OpenGL, etc...) and start its hook
# default=0
overlay_hook_delay_sec=0
# timeout for the renderer detector
# default=15
overlay_renderer_detector_timeout_sec=15
# disable the achievements notifications
disable_achievement_notification=false
# disable friends invitations and messages notifications
disable_friend_notification=false
# disable any warning in the overlay
disable_warning_any=false
# disable the bad app ID warning in the overlay
disable_warning_bad_appid=false
# disable the "WARNING Some steam_settings/force_*.txt files have been detected" warning in the overlay
disable_warning_forced_setting=false
# disable the local_save warning in the overlay
disable_warning_local_save=false

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./path/relative/to/dll/crashes.txt

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Rename this to: disable_account_avatar.txt to disable avatar functionality.

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Rename this to: disable_lan_only.txt to prevent hooking OS networking APIs and allow any external requests.

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Rename this file to disable_leaderboards_create_unknown.txt to prevent Steam_User_Stats::FindLeaderboard() from always succeeding and creating the unknown leaderboard

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rename this file to disable_lobby_creation.txt to prevent lobby creation in steam matchmaking

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Rename this to: disable_networking.txt to disable all networking functionality of the emu.

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Rename this to: disable_overlay_achievement_notification.txt to disable the achievement notifications.

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Rename this to: disable_overlay_friend_notification.txt to disable the friend invite and message notifications.

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Rename this to: disable_overlay_warning_any.txt to disable any warning in the overlay.

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Rename this to: disable_overlay_warning_bad_appid.txt to disable the bad app ID warning in the overlay.

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Rename this to: disable_overlay_warning_forced_setting.txt to disable the "WARNING Some steam_settings/force_*.txt files have been detected" warning in the overlay.

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Rename this to: disable_overlay_warning_local_save.txt to disable the local_save warning in the overlay.

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Rename this file to disable_sharing_stats_with_gameserver.txt to prevent sharing stats and achievements with any game server, this also disables the interface ISteamGameServerStats.

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Rename this to: disable_source_query.txt to not send server details for the server browser. Only works for game servers.

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Rename this to: download_steamhttp_requests.txt to attempt to download external HTTP(S) requests made via Steam_HTTP::SendHTTPRequest().
Make sure to:
* Add the file `disable_lan_only.txt`
* Remove the file `disable_networking.txt` if it's present

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---------------------
USE AT YOUR OWN RISK
---------------------
Rename this file to: enable_experimental_overlay.txt to enable the experimental overlay.

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rename to: force_branch_name.txt and put the name of the branch on a single line that you wish to report to the game.
by default this is "public", you might want to look at is_beta_branch.EXAMPLE.txt

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Rename this file to: force_steamhttp_success.txt to force the API Steam_HTTP::SendHTTPRequest() to always succeed.

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Rename this to: gc_token.txt to can generate GC inside new App Ticket

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Rename this file to: immediate_gameserver_stats.txt to synchronize user stats/achievements with game servers as soon as possible instead of caching them.

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rename to: is_beta_branch.txt to tell the game that we're playing on a beta branch.

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Rename this file to matchmaking_server_details_via_source_query.txt to grab the server details for match making using an actual server query.

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Rename this file to matchmaking_server_list_actual_type.txt to use the proper type of the server list (internet, friends, etc...) when requested by the game.
Otherwise, the emu will always return LAN server list.

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Rename this to: new_app_ticket.txt to generate new app ticket

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Rename this to: offline.txt to pretend steam is running in offline mode.

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Rename this file to share_leaderboards_over_network.txt to enable sharing Leaderboards scores with people playing the same game on the same network.

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Rename this to: steam_deck.txt to pretend steam is running on a steam deck.