IProperty: Make use of ranged for where applicable

Same behavior, less moving parts.
This commit is contained in:
Lioncash 2020-06-17 17:53:44 -04:00
parent e4feff9930
commit 6799e40ef5
2 changed files with 92 additions and 94 deletions

View File

@ -10,6 +10,7 @@
#include "Core/Resource/Script/NGameList.h"
#include "Core/Resource/Script/NPropertyMap.h"
#include <algorithm>
#include <cfloat>
/** IProperty */
@ -19,15 +20,15 @@ IProperty::IProperty(EGame Game)
void IProperty::_ClearChildren()
{
for (int ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
for (auto* child : mChildren)
{
// Unregister children from the name map. This has to be done before actually deleting them.
if (mChildren[ChildIdx]->UsesNameMap())
if (child->UsesNameMap())
{
NPropertyMap::UnregisterProperty(mChildren[ChildIdx]);
NPropertyMap::UnregisterProperty(child);
}
delete mChildren[ChildIdx];
delete child;
}
mChildren.clear();
@ -36,18 +37,18 @@ void IProperty::_ClearChildren()
IProperty::~IProperty()
{
// Remove from archetype
if( mpArchetype != nullptr )
if (mpArchetype != nullptr)
{
// If you crash here, it most likely means this property was not added to the archetype's sub-instances list.
NBasics::VectorRemoveOne(mpArchetype->mSubInstances, this);
}
// If this is an archetype, make sure no sub-instances have a reference to us.
if( IsArchetype() )
if (IsArchetype())
{
for( int SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++ )
for (auto* subInstance : mSubInstances)
{
mSubInstances[SubIdx]->mpArchetype = nullptr;
subInstance->mpArchetype = nullptr;
}
}
@ -69,17 +70,17 @@ void IProperty::Serialize(IArchive& rArc)
{
// Always serialize ID first! ID is always required (except for root properties, which have an ID of 0xFFFFFFFF)
// because they are needed to look up the correct property to apply parameter overrides to.
rArc << SerialParameter("ID", mID, SH_HexDisplay | SH_Attribute | SH_Optional, (uint32) 0xFFFFFFFF);
rArc << SerialParameter("ID", mID, SH_HexDisplay | SH_Attribute | SH_Optional, 0xFFFFFFFFU);
// Now we can serialize the archetype reference and initialize if needed
if ( ((mpArchetype && mpArchetype->IsRootParent()) || rArc.IsReader()) && rArc.CanSkipParameters() )
if (((mpArchetype && mpArchetype->IsRootParent()) || rArc.IsReader()) && rArc.CanSkipParameters())
{
TString ArchetypeName = (mpArchetype ? mpArchetype->Name() : "");
rArc << SerialParameter("Archetype", ArchetypeName, SH_Attribute);
if (rArc.IsReader() && !ArchetypeName.IsEmpty())
{
CGameTemplate* pGame = NGameList::GetGameTemplate( Game() );
CGameTemplate* pGame = NGameList::GetGameTemplate(Game());
IProperty* pArchetype = pGame->FindPropertyArchetype(ArchetypeName);
// The archetype must exist, or else the template file is malformed.
@ -195,14 +196,14 @@ void IProperty::Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u
// Now, route initialization to any child properties...
uint32 ChildOffset = mOffset;
for (int ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
for (size_t ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
{
IProperty* pChild = mChildren[ChildIdx];
// update offset and round up to the child's alignment
if (ChildIdx > 0)
{
ChildOffset += mChildren[ChildIdx-1]->DataSize();
ChildOffset += mChildren[ChildIdx - 1]->DataSize();
}
ChildOffset = VAL_ALIGN(ChildOffset, pChild->DataAlignment());
@ -227,13 +228,15 @@ void* IProperty::RawValuePtr(void* pData) const
IProperty* IProperty::ChildByID(uint32 ID) const
{
for (uint32 ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
const auto iter = std::find_if(mChildren.begin(), mChildren.end(),
[ID](const auto* element) { return element->mID == ID; });
if (iter == mChildren.cend())
{
if (mChildren[ChildIdx]->mID == ID)
return mChildren[ChildIdx];
return nullptr;
}
return nullptr;
return *iter;
}
IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
@ -242,15 +245,15 @@ IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
// some ID strings are formatted with 8 characters and some with 2 (plus the beginning "0x")
ASSERT(rkIdString.Size() >= 4);
uint32 IDEndPos = rkIdString.IndexOf(':');
uint32 NextChildID = -1;
const uint32 IDEndPos = rkIdString.IndexOf(':');
uint32 NextChildID = UINT32_MAX;
if (IDEndPos == -1)
if (IDEndPos == UINT32_MAX)
NextChildID = rkIdString.ToInt32(16);
else
NextChildID = rkIdString.SubString(2, IDEndPos - 2).ToInt32(16);
if (NextChildID == 0xFFFFFFFF)
if (NextChildID == UINT32_MAX)
{
return nullptr;
}
@ -258,7 +261,7 @@ IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
IProperty* pNextChild = ChildByID(NextChildID);
// Check if we need to recurse
if (IDEndPos != -1)
if (IDEndPos != UINT32_MAX)
{
return pNextChild->ChildByIDString(rkIdString.ChopFront(IDEndPos + 1));
}
@ -272,14 +275,12 @@ void IProperty::GatherAllSubInstances(std::list<IProperty*>& OutList, bool Recur
{
OutList.push_back(this);
for( uint32 SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++ )
for (auto* subInstance : mSubInstances)
{
IProperty* pSubInstance = mSubInstances[SubIdx];
if( Recursive )
pSubInstance->GatherAllSubInstances( OutList, true );
if (Recursive)
subInstance->GatherAllSubInstances(OutList, true);
else
OutList.push_back( pSubInstance );
OutList.push_back(subInstance);
}
}
@ -304,7 +305,7 @@ TString IProperty::GetTemplateFileName()
pTemplateRoot = pTemplateRoot->RootParent();
// Now that we have the base property of our template, we can return the file path.
static const uint32 kChopAmount = strlen(*(gDataDir + "templates/"));
static const size_t kChopAmount = strlen(*(gDataDir + "templates/"));
if (pTemplateRoot->ScriptTemplate())
{
@ -361,48 +362,48 @@ bool IProperty::ShouldCook(void* pPropertyData) const
void IProperty::SetName(const TString& rkNewName)
{
if (mName != rkNewName)
{
mName = rkNewName;
mFlags.ClearFlag(EPropertyFlag::HasCachedNameCheck);
MarkDirty();
}
if (mName == rkNewName)
return;
mName = rkNewName;
mFlags.ClearFlag(EPropertyFlag::HasCachedNameCheck);
MarkDirty();
}
void IProperty::SetDescription(const TString& rkNewDescription)
{
if (mDescription != rkNewDescription)
{
mDescription = rkNewDescription;
MarkDirty();
}
if (mDescription == rkNewDescription)
return;
mDescription = rkNewDescription;
MarkDirty();
}
void IProperty::SetSuffix(const TString& rkNewSuffix)
{
if (mSuffix != rkNewSuffix)
{
mSuffix = rkNewSuffix;
MarkDirty();
}
if (mSuffix == rkNewSuffix)
return;
mSuffix = rkNewSuffix;
MarkDirty();
}
void IProperty::MarkDirty()
{
// Don't allow properties to be marked dirty before they are fully initialized.
if (IsInitialized())
if (!IsInitialized())
return;
// Mark the root parent as dirty so the template file will get resaved
RootParent()->mFlags |= EPropertyFlag::IsDirty;
// Clear property name cache in case something has been modified that affects the hash
mFlags &= ~(EPropertyFlag::HasCachedNameCheck | EPropertyFlag::HasCorrectPropertyName);
// Mark sub-instances as dirty since they may need to resave as well
for (auto& subInstance : mSubInstances)
{
// Mark the root parent as dirty so the template file will get resaved
RootParent()->mFlags |= EPropertyFlag::IsDirty;
// Clear property name cache in case something has been modified that affects the hash
mFlags &= ~(EPropertyFlag::HasCachedNameCheck | EPropertyFlag::HasCorrectPropertyName);
// Mark sub-instances as dirty since they may need to resave as well
for (uint32 SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++)
{
mSubInstances[SubIdx]->MarkDirty();
}
subInstance->MarkDirty();
}
}
@ -411,7 +412,7 @@ void IProperty::ClearDirtyFlag()
RootParent()->mFlags &= ~EPropertyFlag::IsDirty;
}
bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*= nullptr*/)
bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype)
{
if (mpArchetype && !pNewArchetype)
{
@ -423,7 +424,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
IProperty* pNewProperty = Create(NewType, Game());
// We can only replace properties with types that have the same size and alignment
if( pNewProperty->DataSize() != DataSize() || pNewProperty->DataAlignment() != DataAlignment() )
if (pNewProperty->DataSize() != DataSize() || pNewProperty->DataAlignment() != DataAlignment())
{
delete pNewProperty;
return false;
@ -436,7 +437,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
pNewProperty->mpArchetype = pNewArchetype;
NBasics::VectorRemoveOne(mSubInstances, pNewProperty);
if( pNewArchetype )
if (pNewArchetype)
{
pNewArchetype->mSubInstances.push_back(pNewProperty);
}
@ -459,13 +460,11 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
std::list<IProperty*> SubInstances;
GatherAllSubInstances(SubInstances, true);
for (auto Iter = SubInstances.begin(); Iter != SubInstances.end(); Iter++)
for (auto* property : SubInstances)
{
IProperty* pProperty = *Iter;
if (pProperty->UsesNameMap())
if (property->UsesNameMap())
{
NPropertyMap::UnregisterProperty(pProperty);
NPropertyMap::UnregisterProperty(property);
}
}
@ -475,7 +474,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
// Swap out our parent's reference to us to point to the new property.
if (mpParent)
{
for (uint32 SiblingIdx = 0; SiblingIdx < mpParent->mChildren.size(); SiblingIdx++)
for (size_t SiblingIdx = 0; SiblingIdx < mpParent->mChildren.size(); SiblingIdx++)
{
IProperty* pSibling = mpParent->mChildren[SiblingIdx];
if (pSibling == this)
@ -487,29 +486,29 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
}
// Change all our child properties to be parented under the new property. (Is this adoption?)
for (uint32 ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
for (auto* child : mChildren)
{
mChildren[ChildIdx]->mpParent = pNewProperty;
pNewProperty->mChildren.push_back(mChildren[ChildIdx]);
child->mpParent = pNewProperty;
pNewProperty->mChildren.push_back(child);
}
ASSERT( pNewProperty->mChildren.size() == mChildren.size() );
ASSERT(pNewProperty->mChildren.size() == mChildren.size());
mChildren.clear();
// Create new versions of all sub-instances that inherit from the new property.
// Note that when the sub-instances complete their conversion, they delete themselves.
// The IProperty destructor removes the property from the archetype's sub-instance list.
// So we shouldn't use a for loop, instead we should just wait until the array is empty
uint32 SubCount = mSubInstances.size();
[[maybe_unused]] const size_t SubCount = mSubInstances.size();
while (!mSubInstances.empty())
{
bool SubSuccess = mSubInstances[0]->ConvertType(NewType, pNewProperty);
ASSERT( SubSuccess );
[[maybe_unused]] const bool SubSuccess = mSubInstances[0]->ConvertType(NewType, pNewProperty);
ASSERT(SubSuccess);
}
ASSERT( pNewProperty->mSubInstances.size() == SubCount );
ASSERT(pNewProperty->mSubInstances.size() == SubCount);
// Conversion is complete! Initialize the new property and flag it dirty.
pNewProperty->Initialize( mpParent, mpScriptTemplate, mOffset );
pNewProperty->Initialize(mpParent, mpScriptTemplate, mOffset);
pNewProperty->MarkDirty();
// Finally, if we are done converting this property and all its instances, resave the templates.
@ -528,7 +527,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
return true;
}
bool IProperty::UsesNameMap()
bool IProperty::UsesNameMap() const
{
return Game() >= EGame::EchoesDemo &&
!IsRootParent() &&
@ -549,12 +548,12 @@ bool IProperty::HasAccurateName()
}
// Children of atomic properties defer to parents. Intrinsic properties and array archetypes also defer to parents.
if ( (mpParent && mpParent->IsAtomic()) || IsIntrinsic() || IsArrayArchetype() )
if ((mpParent && mpParent->IsAtomic()) || IsIntrinsic() || IsArrayArchetype())
{
if (mpParent)
return mpParent->HasAccurateName();
else
return true;
return true;
}
// For everything else, hash the property name and check if it is a match for the property ID
@ -577,17 +576,17 @@ bool IProperty::HasAccurateName()
if (GeneratedID == mID)
{
mFlags.SetFlag( EPropertyFlag::HasCorrectPropertyName );
mFlags.SetFlag(EPropertyFlag::HasCorrectPropertyName);
}
else
{
mFlags.ClearFlag( EPropertyFlag::HasCorrectPropertyName );
mFlags.ClearFlag(EPropertyFlag::HasCorrectPropertyName);
}
mFlags.SetFlag(EPropertyFlag::HasCachedNameCheck);
}
return mFlags.HasFlag( EPropertyFlag::HasCorrectPropertyName );
return mFlags.HasFlag(EPropertyFlag::HasCorrectPropertyName);
}
/** IProperty Accessors */
@ -596,8 +595,7 @@ EGame IProperty::Game() const
return mGame;
}
IProperty* IProperty::Create(EPropertyType Type,
EGame Game)
IProperty* IProperty::Create(EPropertyType Type, EGame Game)
{
IProperty* pOut = nullptr;
@ -622,7 +620,7 @@ IProperty* IProperty::Create(EPropertyType Type,
case EPropertyType::Spline: pOut = new CSplineProperty(Game); break;
case EPropertyType::Guid: pOut = new CGuidProperty(Game); break;
case EPropertyType::Pointer: pOut = new CPointerProperty(Game); break;
case EPropertyType::Struct: pOut = new CStructProperty(Game); break;
case EPropertyType::Struct: pOut = new CStructProperty(Game); break;
case EPropertyType::Array: pOut = new CArrayProperty(Game); break;
default: break;
}
@ -640,9 +638,9 @@ IProperty* IProperty::CreateCopy(IProperty* pArchetype)
}
IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
EGame Game,
uint32 Offset,
const TString& rkName)
EGame Game,
uint32 Offset,
const TString& rkName)
{
IProperty* pOut = Create(Type, Game);
pOut->mFlags |= EPropertyFlag::IsIntrinsic;
@ -652,9 +650,9 @@ IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
}
IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
IProperty* pParent,
uint32 Offset,
const TString& rkName)
IProperty* pParent,
uint32 Offset,
const TString& rkName)
{
// pParent should always be valid.
// If you are creating a root property, call the other overload takes an EGame instead of a parent.
@ -669,7 +667,7 @@ IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
}
IProperty* IProperty::ArchiveConstructor(EPropertyType Type,
const IArchive& Arc)
const IArchive& Arc)
{
return Create(Type, Arc.Game());
}
}

View File

@ -202,7 +202,7 @@ public:
void MarkDirty();
void ClearDirtyFlag();
bool ConvertType(EPropertyType NewType, IProperty* pNewArchetype = nullptr);
bool UsesNameMap();
bool UsesNameMap() const;
bool HasAccurateName();
/** Accessors */