Get rid of MSVC's __int64

Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -41,7 +41,7 @@ ConsoleSaveFileSplit::RegionFileReference::~RegionFileReference()
// Compress from data to dataCompressed. Uses a special compression method that is designed just to efficiently store runs of zeros, with little overhead on other stuff.
// Compresed format is a 4 byte uncompressed size, followed by data as follows:
//
//
// Byte value Meaning
//
// 1 - 255 Normal data
@@ -375,7 +375,7 @@ FileEntry *ConsoleSaveFileSplit::GetRegionFileEntry(unsigned int regionIndex)
int index = StorageManager.AddSubfile(regionIndex);
RegionFileReference *newRef = new RegionFileReference(index, regionIndex);
regionFiles[regionIndex] = newRef;
return newRef->fileEntry;
}
@@ -513,7 +513,7 @@ void ConsoleSaveFileSplit::_init(const wstring &fileName, LPVOID pvSaveData, DWO
StorageManager.GetSaveData( pvSaveMem, &storageLength );
app.DebugPrintf("Filesize - %d, Adjusted size - %d\n",fileSize,storageLength);
fileSize = storageLength;
}
}
int compressed = *(int*)pvSaveMem;
if( compressed == 0 )
@@ -532,7 +532,7 @@ void ConsoleSaveFileSplit::_init(const wstring &fileName, LPVOID pvSaveData, DWO
else
{
unsigned char *buf = new unsigned char[decompSize];
if( Compression::getCompression()->Decompress(buf, &decompSize, (unsigned char *)pvSaveMem+8, fileSize-8 ) == S_OK)
{
@@ -575,7 +575,7 @@ void ConsoleSaveFileSplit::_init(const wstring &fileName, LPVOID pvSaveData, DWO
}
else
{
{
// Clear the first 8 bytes that reference the header
header.WriteHeader( pvSaveMem );
}
@@ -586,7 +586,7 @@ ConsoleSaveFileSplit::~ConsoleSaveFileSplit()
VirtualFree( pvHeap, MAX_PAGE_COUNT * CSF_PAGE_SIZE, MEM_DECOMMIT );
pagesCommitted = 0;
// Make sure we don't have any thumbnail data still waiting round - we can't need it now we've destroyed the save file anyway
#if defined _XBOX
#if defined _XBOX
app.GetSaveThumbnail(NULL,NULL);
#elif defined __PS3__
app.GetSaveThumbnail(NULL,NULL, NULL,NULL);
@@ -606,7 +606,7 @@ ConsoleSaveFileSplit::~ConsoleSaveFileSplit()
FileEntry *ConsoleSaveFileSplit::createFile( const ConsoleSavePath &fileName )
{
LockSaveAccess();
// Determine if the file is a region file that should be split off into its own file
unsigned int regionFileIndex;
bool isRegionFile = GetNumericIdentifierFromName(fileName.getName(), &regionFileIndex);
@@ -942,7 +942,7 @@ void ConsoleSaveFileSplit::tick()
}
}
// Compile a vector of dirty regions.
// Compile a vector of dirty regions.
vector<DirtyRegionFile> dirtyRegions;
for( AUTO_VAR(it, regionFiles.begin()); it != regionFiles.end(); it++ )
{
@@ -999,7 +999,7 @@ void ConsoleSaveFileSplit::tick()
{
unsigned int totalDirty = 0;
unsigned int totalDirtyBytes = 0;
__int64 oldestDirty = currentTime;
int64_t oldestDirty = currentTime;
for( AUTO_VAR(it, regionFiles.begin()); it != regionFiles.end(); it++ )
{
if( it->second->dirty )
@@ -1051,7 +1051,7 @@ void ConsoleSaveFileSplit::MoveDataBeyond(FileEntry *file, DWORD nNumberOfBytesT
// Only ReAlloc if we need to (we might already have enough) and align to 512 byte boundaries
DWORD currentHeapSize = pagesCommitted * CSF_PAGE_SIZE;
DWORD desiredSize = header.GetFileSize() + nNumberOfBytesToWrite;
if( desiredSize > currentHeapSize )
@@ -1117,7 +1117,7 @@ void ConsoleSaveFileSplit::MoveDataBeyond(FileEntry *file, DWORD nNumberOfBytesT
if ( uiCopyEnd > uiFromEnd )
{
// Needs to be clamped to the end of our region
uiCopyEnd = uiFromEnd;
uiCopyEnd = uiFromEnd;
}
XMemCpy( (void *)(uiCopyStart + nNumberOfBytesToWrite), ( void *)uiCopyStart, uiCopyEnd - uiCopyStart );
}
@@ -1381,7 +1381,7 @@ void ConsoleSaveFileSplit::Flush(bool autosave, bool updateThumbnail)
// Attempt to allocate the required memory
compData = (byte *)StorageManager.AllocateSaveData( compLength );
}
if(compData != NULL)
{
// Re-compress all save data before we save it to disk
@@ -1421,7 +1421,7 @@ void ConsoleSaveFileSplit::Flush(bool autosave, bool updateThumbnail)
BYTE bTextMetadata[88];
ZeroMemory(bTextMetadata,88);
__int64 seed = 0;
int64_t seed = 0;
bool hasSeed = false;
if(MinecraftServer::getInstance()!= NULL && MinecraftServer::getInstance()->levels[0]!=NULL)
{
@@ -1436,7 +1436,7 @@ void ConsoleSaveFileSplit::Flush(bool autosave, bool updateThumbnail)
app.DebugPrintf("Save thumbnail size %d\n",dwThumbnailDataSize);
}
INT saveOrCheckpointId = 0;
bool validSave = StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
TelemetryManager->RecordLevelSaveOrCheckpoint(ProfileManager.GetPrimaryPad(), saveOrCheckpointId, compLength+8);
@@ -1459,7 +1459,7 @@ void ConsoleSaveFileSplit::Flush(bool autosave, bool updateThumbnail)
int ConsoleSaveFileSplit::SaveSaveDataCallback(LPVOID lpParam,bool bRes)
{
ConsoleSaveFileSplit *pClass=(ConsoleSaveFileSplit *)lpParam;
// Don't save sub files on autosave (their always being saved anyway)
if (!pClass->m_autosave)
{
@@ -1472,7 +1472,7 @@ int ConsoleSaveFileSplit::SaveSaveDataCallback(LPVOID lpParam,bool bRes)
int ConsoleSaveFileSplit::SaveRegionFilesCallback(LPVOID lpParam,bool bRes)
{
ConsoleSaveFileSplit *pClass=(ConsoleSaveFileSplit *)lpParam;
// This is called from the StorageManager.Tick() which should always be on the main thread
pClass->processSubfilesAfterWrite();