Remove AUTO_VAR macro and _toString function (#592)
This commit is contained in:
@@ -97,7 +97,7 @@ void MultiPlayerLevel::tick()
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if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT))
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{
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// 4J: Debug setting added to keep it at day time
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#ifndef _FINAL_BUILD
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#ifndef _FINAL_BUILD
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bool freezeTime = app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_FreezeTime);
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if (!freezeTime)
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#endif
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@@ -131,9 +131,10 @@ void MultiPlayerLevel::tick()
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PIXBeginNamedEvent(0,"Connection ticking");
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// 4J HEG - Copy the connections vector to prevent crash when moving to Nether
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vector<ClientConnection *> connectionsTemp = connections;
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for(AUTO_VAR(connection, connectionsTemp.begin()); connection < connectionsTemp.end(); ++connection )
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{
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(*connection)->tick();
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for (auto connection : connectionsTemp )
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{
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if ( connection )
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connection->tick();
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}
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PIXEndNamedEvent();
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@@ -383,10 +384,8 @@ void MultiPlayerLevel::tickTiles()
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{
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ChunkPos cp = chunksToPoll.get(i);
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#else
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AUTO_VAR(itEndCtp, chunksToPoll.end());
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for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCtp; it++)
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for (ChunkPos cp : chunksToPoll)
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{
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ChunkPos cp = *it;
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#endif
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int xo = cp.x * 16;
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int zo = cp.z * 16;
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@@ -433,8 +432,8 @@ void MultiPlayerLevel::removeEntity(shared_ptr<Entity> e)
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{
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// 4J Stu - Add this remove from the reEntries collection to stop us continually removing and re-adding things,
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// in particular the MultiPlayerLocalPlayer when they die
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AUTO_VAR(it, reEntries.find(e));
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if (it!=reEntries.end())
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auto it = reEntries.find(e);
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if (it!=reEntries.end())
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{
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reEntries.erase(it);
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}
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@@ -446,8 +445,8 @@ void MultiPlayerLevel::removeEntity(shared_ptr<Entity> e)
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void MultiPlayerLevel::entityAdded(shared_ptr<Entity> e)
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{
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Level::entityAdded(e);
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AUTO_VAR(it, reEntries.find(e));
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if (it!=reEntries.end())
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auto it = reEntries.find(e);
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if (it!=reEntries.end())
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{
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reEntries.erase(it);
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}
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@@ -456,8 +455,8 @@ void MultiPlayerLevel::entityAdded(shared_ptr<Entity> e)
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void MultiPlayerLevel::entityRemoved(shared_ptr<Entity> e)
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{
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Level::entityRemoved(e);
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AUTO_VAR(it, forced.find(e));
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if (it!=forced.end())
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auto it = forced.find(e);
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if (it!=forced.end())
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{
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reEntries.insert(e);
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}
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@@ -482,16 +481,16 @@ void MultiPlayerLevel::putEntity(int id, shared_ptr<Entity> e)
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shared_ptr<Entity> MultiPlayerLevel::getEntity(int id)
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{
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AUTO_VAR(it, entitiesById.find(id));
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if( it == entitiesById.end() ) return nullptr;
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auto it = entitiesById.find(id);
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if( it == entitiesById.end() ) return nullptr;
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return it->second;
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}
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shared_ptr<Entity> MultiPlayerLevel::removeEntity(int id)
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{
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shared_ptr<Entity> e;
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AUTO_VAR(it, entitiesById.find(id));
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if( it != entitiesById.end() )
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auto it = entitiesById.find(id);
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if( it != entitiesById.end() )
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{
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e = it->second;
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entitiesById.erase(it);
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@@ -508,19 +507,20 @@ shared_ptr<Entity> MultiPlayerLevel::removeEntity(int id)
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// This gets called when a chunk is unloaded, but we only do half an unload to remove entities slightly differently
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void MultiPlayerLevel::removeEntities(vector<shared_ptr<Entity> > *list)
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{
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for(AUTO_VAR(it, list->begin()); it < list->end(); ++it)
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if ( list )
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{
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shared_ptr<Entity> e = *it;
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AUTO_VAR(reIt, reEntries.find(e));
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if (reIt!=reEntries.end())
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for (auto& e : *list )
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{
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reEntries.erase(reIt);
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}
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auto reIt = reEntries.find(e);
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if (reIt!=reEntries.end())
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{
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reEntries.erase(reIt);
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}
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forced.erase(e);
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forced.erase(e);
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}
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Level::removeEntities(list);
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}
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Level::removeEntities(list);
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}
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bool MultiPlayerLevel::setData(int x, int y, int z, int data, int updateFlags, bool forceUpdate/*=false*/) // 4J added forceUpdate)
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@@ -590,7 +590,7 @@ bool MultiPlayerLevel::doSetTileAndData(int x, int y, int z, int tile, int data)
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// and so the thing being notified of any update through tileUpdated is the renderer
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int prevTile = getTile(x, y, z);
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bool visuallyImportant = (!( ( ( prevTile == Tile::water_Id ) && ( tile == Tile::calmWater_Id ) ) ||
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( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) ||
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( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) ||
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( ( prevTile == Tile::lava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
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( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
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( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::lava_Id ) ) ) );
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@@ -615,16 +615,18 @@ void MultiPlayerLevel::disconnect(bool sendDisconnect /*= true*/)
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{
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if( sendDisconnect )
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{
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for(AUTO_VAR(it, connections.begin()); it < connections.end(); ++it )
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{
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(*it)->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
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for (auto& it : connections )
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{
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if ( it )
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it->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
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}
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}
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else
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{
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for(AUTO_VAR(it, connections.begin()); it < connections.end(); ++it )
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for (auto& it : connections )
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{
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(*it)->close();
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if ( it )
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it->close();
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}
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}
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}
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@@ -707,9 +709,8 @@ void MultiPlayerLevel::animateTickDoWork()
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for( int i = 0; i < ticksPerChunk; i++ )
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{
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for( AUTO_VAR(it, chunksToAnimate.begin()); it != chunksToAnimate.end(); it++ )
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for(int packed : chunksToAnimate)
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{
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int packed = *it;
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int cx = ( packed << 8 ) >> 24;
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int cy = ( packed << 16 ) >> 24;
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int cz = ( packed << 24 ) >> 24;
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@@ -809,12 +810,12 @@ void MultiPlayerLevel::removeAllPendingEntityRemovals()
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//entities.removeAll(entitiesToRemove);
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EnterCriticalSection(&m_entitiesCS);
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for( AUTO_VAR(it, entities.begin()); it != entities.end(); )
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{
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for (auto it = entities.begin(); it != entities.end();)
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{
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bool found = false;
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for( AUTO_VAR(it2, entitiesToRemove.begin()); it2 != entitiesToRemove.end(); it2++ )
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for(auto & it2 : entitiesToRemove)
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{
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if( (*it) == (*it2) )
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if( (*it) == it2 )
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{
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found = true;
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break;
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@@ -831,29 +832,30 @@ void MultiPlayerLevel::removeAllPendingEntityRemovals()
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}
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LeaveCriticalSection(&m_entitiesCS);
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AUTO_VAR(endIt, entitiesToRemove.end());
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for (AUTO_VAR(it, entitiesToRemove.begin()); it != endIt; it++)
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for (auto& e : entitiesToRemove)
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{
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shared_ptr<Entity> e = *it;
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int xc = e->xChunk;
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int zc = e->zChunk;
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if (e->inChunk && hasChunk(xc, zc))
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if ( e )
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{
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getChunk(xc, zc)->removeEntity(e);
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int xc = e->xChunk;
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int zc = e->zChunk;
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if (e->inChunk && hasChunk(xc, zc))
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{
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getChunk(xc, zc)->removeEntity(e);
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}
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}
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}
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// 4J Stu - Is there a reason do this in a separate loop? Thats what the Java does...
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endIt = entitiesToRemove.end();
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for (AUTO_VAR(it, entitiesToRemove.begin()); it != endIt; it++)
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for (auto& it : entitiesToRemove)
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{
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entityRemoved(*it);
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if ( it )
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entityRemoved(it);
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}
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entitiesToRemove.clear();
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//for (int i = 0; i < entities.size(); i++)
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EnterCriticalSection(&m_entitiesCS);
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vector<shared_ptr<Entity> >::iterator it = entities.begin();
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auto it = entities.begin();
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while( it != entities.end() )
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{
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shared_ptr<Entity> e = *it;//entities.at(i);
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@@ -865,7 +867,7 @@ void MultiPlayerLevel::removeAllPendingEntityRemovals()
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e->riding->rider = weak_ptr<Entity>();
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e->riding = nullptr;
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}
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else
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else
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{
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++it;
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continue;
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@@ -900,8 +902,8 @@ void MultiPlayerLevel::removeClientConnection(ClientConnection *c, bool sendDisc
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c->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
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}
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AUTO_VAR(it, find( connections.begin(), connections.end(), c ));
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if( it != connections.end() )
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auto it = find(connections.begin(), connections.end(), c);
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if( it != connections.end() )
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{
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connections.erase( it );
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}
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@@ -910,9 +912,10 @@ void MultiPlayerLevel::removeClientConnection(ClientConnection *c, bool sendDisc
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void MultiPlayerLevel::tickAllConnections()
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{
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PIXBeginNamedEvent(0,"Connection ticking");
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for(AUTO_VAR(it, connections.begin()); it < connections.end(); ++it )
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{
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(*it)->tick();
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for (auto& it : connections )
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{
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if ( it )
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it->tick();
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}
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PIXEndNamedEvent();
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}
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