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https://github.com/EQEmu/Server.git
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Tons of renames
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef PROCLAUNCHER_H_
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#define PROCLAUNCHER_H_
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#include "debug.h"
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#include <string>
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#include <vector>
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#include <map>
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//I forced this object to become a singleton because it registers its
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//signal handler for UNIX
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class ProcLauncher {
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ProcLauncher();
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public:
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//Singleton method
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static ProcLauncher *get() { return(&s_launcher); }
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static void ProcessInThisThread();
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#ifdef WIN32
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typedef DWORD ProcRef;
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static const ProcRef ProcError;
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#else
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typedef pid_t ProcRef;
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static const ProcRef ProcError;
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#endif
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class EventHandler;
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class Spec {
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friend class ProcLauncher; //for visual c++
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public:
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Spec();
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Spec(const Spec &other);
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Spec &operator=(const Spec &other);
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std::string program;
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std::vector<std::string> args;
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//std::map<std::string,std::string> environment;
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EventHandler *handler; //optional, we do not own this pointer
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std::string logFile; //empty = do not redirect output.
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protected:
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//None of these fields get copied around
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#ifdef WIN32
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PROCESS_INFORMATION proc_info;
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#endif
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};
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class EventHandler {
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public:
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virtual ~EventHandler() {}
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virtual void OnTerminate(const ProcRef &ref, const Spec *spec) = 0;
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};
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/* The main launch method, call to start a new background process. */
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ProcRef Launch(Spec *&to_launch); //takes ownership of the pointer
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/* The terminate method */
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bool Terminate(const ProcRef &proc, bool graceful = true);
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void TerminateAll(bool final = true);
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/* The main processing method. Call regularly to check for terminated background processes. */
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void Process();
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protected:
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//std::vector<Spec *> m_specs;
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std::map<ProcRef, Spec *> m_running; //we own the pointers in this map
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void ProcessTerminated(std::map<ProcRef, Spec *>::iterator &it);
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private:
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static ProcLauncher s_launcher;
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#ifndef WIN32
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uint32 m_signalCount;
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static void HandleSigChild(int signum);
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#endif
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};
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#endif /*PROCLAUNCHER_H_*/
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