- Correct initialisation of TeamsGameOver (on mobile it doesn't get reset between plays, so ones set to true, prevents game to be finished next time)
// OutBuffer.h
#ifndef __OUTBUFFER_H
#define __OUTBUFFER_H
#include "../IStream.h"
#include "../../Common/MyCom.h"
#include "../../Common/MyException.h"
#ifndef _NO_EXCEPTIONS
struct COutBufferException: public CSystemException
{
COutBufferException(HRESULT errorCode): CSystemException(errorCode) {}
};
#endif
class COutBuffer
{
protected:
Byte *_buffer;
UInt32 _pos;
UInt32 _limitPos;
UInt32 _streamPos;
UInt32 _bufferSize;
CMyComPtr<ISequentialOutStream> _stream;
UInt64 _processedSize;
Byte *_buffer2;
bool _overDict;
HRESULT FlushPart();
public:
#ifdef _NO_EXCEPTIONS
HRESULT ErrorCode;
#endif
COutBuffer(): _buffer(0), _pos(0), _stream(0), _buffer2(0) {}
~COutBuffer() { Free(); }
bool Create(UInt32 bufferSize);
void Free();
void SetMemStream(Byte *buffer) { _buffer2 = buffer; }
void SetStream(ISequentialOutStream *stream);
void Init();
HRESULT Flush();
void FlushWithCheck();
void ReleaseStream() { _stream.Release(); }
void WriteByte(Byte b)
{
_buffer[_pos++] = b;
if(_pos == _limitPos)
FlushWithCheck();
}
void WriteBytes(const void *data, size_t size)
{
for (size_t i = 0; i < size; i++)
WriteByte(((const Byte *)data)[i]);
}
UInt64 GetProcessedSize() const;
};
#endif