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Change to the treatment of BeastConfig.h
* No longer requires its own compiler include path * Includes use relative paths to locate the file * Client applications include the file themselves * Inclusion of BeastConfig.h can be controlled via preprocessor directive
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@@ -17,7 +17,9 @@
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*/
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//==============================================================================
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#include "BeastConfig.h"
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#if BEAST_INCLUDE_BEASTCONFIG
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#include "../../BeastConfig.h"
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#endif
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#include "system/OpenSSLIncludes.h"
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@@ -20,23 +20,6 @@
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#ifndef BEAST_ASIO_MODULE_H_INCLUDED
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#define BEAST_ASIO_MODULE_H_INCLUDED
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//------------------------------------------------------------------------------
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/* If you fail to make sure that all your compile units are building Beast with
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the same set of option flags, then there's a risk that different compile
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units will treat the classes as having different memory layouts, leading to
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very nasty memory corruption errors when they all get linked together.
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That's why it's best to always include the BeastConfig.h file before any
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beast headers.
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*/
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#ifndef BEAST_BEASTCONFIG_H_INCLUDED
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# ifdef _MSC_VER
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# pragma message ("Have you included your BeastConfig.h file before including the Beast headers?")
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# else
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# warning "Have you included your BeastConfig.h file before including the Beast headers?"
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# endif
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#endif
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// Must come before boost includes to fix the bost placeholders.
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#include "../beast_core/beast_core.h"
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@@ -21,9 +21,9 @@
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*/
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//==============================================================================
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// Your project must contain a BeastConfig.h file with your project-specific settings in it,
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// and your header search path must make it accessible to the module's files.
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#include "BeastConfig.h"
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#if BEAST_INCLUDE_BEASTCONFIG
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#include "../../BeastConfig.h"
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#endif
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//==============================================================================
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#include "native/BasicNativeHeaders.h"
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@@ -280,23 +280,5 @@ void beast_reportFatalError (char const* message, char const* fileName, int line
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#pragma pop_macro("_aligned_msize")
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#endif
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//------------------------------------------------------------------------------
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// When we compile the static library, which is really just for browsing the
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// sources in the Visual Studio IDE, we want to compile each individual unity
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// .cpp in order to make sure that it builds by itself. An application that
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// uses beast will typically include all of these .cpp files in one of its
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// own unity .cpp
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#if ! BEAST_COMPILING_STATIC_LIBARARY
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/*
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#include "../../beast/chrono/Chrono.cpp"
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#include "../../beast/crypto/Crypto.cpp"
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#include "../../beast/http/HTTP.cpp"
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#include "../../beast/net/Net.cpp"
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#include "../../beast/strings/Strings.cpp"
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#include "../../beast/utility/Utility.cpp"
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*/
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#endif
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// Must be outside the namespace
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#include "system/BoostPlaceholdersFix.cpp"
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@@ -17,7 +17,9 @@
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*/
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//==============================================================================
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#include "BeastConfig.h"
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#if BEAST_INCLUDE_BEASTCONFIG
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#include "../../BeastConfig.h"
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#endif
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#include "beast_sqdb.h"
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@@ -23,7 +23,9 @@
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@ingroup beast_sqlite
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*/
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#include "BeastConfig.h"
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#if BEAST_INCLUDE_BEASTCONFIG
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#include "../../BeastConfig.h"
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#endif
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// Prevents sqlite.h from being included, since it screws up the .c
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#define BEAST_SQLITE_CPP_INCLUDED
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@@ -25,9 +25,6 @@
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This external module provides the SQLite embedded database library.
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SQLite is public domain software, visit http://sqlite.org
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@note To control the use of the native SQLite library on supported platforms,
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see BeastConfig.h.
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*/
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#include "../../beast/config/PlatformConfig.h"
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