The main release package of Ashita v3. Contains all the needed files for users to get up and running. Used by the launcher/injector to auto-update as well.
https://ashitaxi.com/
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103 lines
3.5 KiB
103 lines
3.5 KiB
8 years ago
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/**
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* Ashita - Copyright (c) 2014 - 2016 atom0s [atom0s@live.com]
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*
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* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to
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* Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
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*
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* By using Ashita, you agree to the above license and its terms.
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*
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* Attribution - You must give appropriate credit, provide a link to the license and indicate if changes were
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* made. You must do so in any reasonable manner, but not in any way that suggests the licensor
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* endorses you or your use.
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*
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* Non-Commercial - You may not use the material (Ashita) for commercial purposes.
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*
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* No-Derivatives - If you remix, transform, or build upon the material (Ashita), you may not distribute the
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* modified material. You are, however, allowed to submit the modified works back to the original
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* Ashita project in attempt to have it added to the original project.
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*
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* You may not apply legal terms or technological measures that legally restrict others
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* from doing anything the license permits.
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*
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* No warranties are given.
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*/
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#ifndef __ASHITA_AS_EVENT_H_INCLUDED__
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#define __ASHITA_AS_EVENT_H_INCLUDED__
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#if defined (_MSC_VER) && (_MSC_VER >= 1020)
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#pragma once
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#endif
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#include <Windows.h>
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namespace Ashita
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{
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namespace Threading
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{
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class AS_Event
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{
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HANDLE m_EventHandle;
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public:
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/**
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* Constructor and Deconstructor
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*/
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explicit AS_Event(bool manualReset = true)
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{
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this->m_EventHandle = ::CreateEvent(nullptr, manualReset, FALSE, nullptr);
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}
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virtual AS_Event::~AS_Event(void)
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{
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if (this->m_EventHandle != nullptr)
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::CloseHandle(this->m_EventHandle);
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this->m_EventHandle = nullptr;
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}
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public:
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/**
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* Resets the event to its default state.
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*
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* @returns {bool} True on success, false otherwise.
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*/
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bool Reset(void)
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{
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return ::ResetEvent(this->m_EventHandle) ? true : false;
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}
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/**
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* Raises the events signal.
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*
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* @returns {bool} True on success, false otherwise.
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*/
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bool Raise(void)
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{
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return (::SetEvent(this->m_EventHandle) ? true : false);
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}
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/**
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* Determines if the event is signaled.
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*
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* @returns {bool} True on success, false otherwise.
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*/
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bool IsSignaled(void) const
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{
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return (::WaitForSingleObject(this->m_EventHandle, 0) == WAIT_OBJECT_0);
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}
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/**
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* Waits for the event to be signaled.
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*
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* @param {uint32_t} milliseconds - The amount of time, in milliseconds, to wait.
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* @returns {bool} True on success, false otherwise.
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*/
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bool WaitForEvent(uint32_t milliseconds) const
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{
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return (::WaitForSingleObject(this->m_EventHandle, milliseconds) == WAIT_OBJECT_0);
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}
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};
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}; // namespace Threading
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}; // namespace Ashita
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#endif // __ASHITA_AS_EVENT_H_INCLUDED__
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