IProperty: Make use of ranged for where applicable
Same behavior, less moving parts.
This commit is contained in:
parent
e4feff9930
commit
6799e40ef5
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@ -10,6 +10,7 @@
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#include "Core/Resource/Script/NGameList.h"
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#include "Core/Resource/Script/NPropertyMap.h"
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#include <algorithm>
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#include <cfloat>
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/** IProperty */
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@ -19,15 +20,15 @@ IProperty::IProperty(EGame Game)
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void IProperty::_ClearChildren()
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{
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for (int ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
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for (auto* child : mChildren)
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{
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// Unregister children from the name map. This has to be done before actually deleting them.
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if (mChildren[ChildIdx]->UsesNameMap())
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if (child->UsesNameMap())
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{
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NPropertyMap::UnregisterProperty(mChildren[ChildIdx]);
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NPropertyMap::UnregisterProperty(child);
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}
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delete mChildren[ChildIdx];
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delete child;
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}
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mChildren.clear();
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@ -36,18 +37,18 @@ void IProperty::_ClearChildren()
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IProperty::~IProperty()
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{
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// Remove from archetype
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if( mpArchetype != nullptr )
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if (mpArchetype != nullptr)
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{
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// If you crash here, it most likely means this property was not added to the archetype's sub-instances list.
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NBasics::VectorRemoveOne(mpArchetype->mSubInstances, this);
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}
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// If this is an archetype, make sure no sub-instances have a reference to us.
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if( IsArchetype() )
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if (IsArchetype())
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{
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for( int SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++ )
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for (auto* subInstance : mSubInstances)
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{
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mSubInstances[SubIdx]->mpArchetype = nullptr;
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subInstance->mpArchetype = nullptr;
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}
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}
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@ -69,17 +70,17 @@ void IProperty::Serialize(IArchive& rArc)
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{
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// Always serialize ID first! ID is always required (except for root properties, which have an ID of 0xFFFFFFFF)
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// because they are needed to look up the correct property to apply parameter overrides to.
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rArc << SerialParameter("ID", mID, SH_HexDisplay | SH_Attribute | SH_Optional, (uint32) 0xFFFFFFFF);
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rArc << SerialParameter("ID", mID, SH_HexDisplay | SH_Attribute | SH_Optional, 0xFFFFFFFFU);
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// Now we can serialize the archetype reference and initialize if needed
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if ( ((mpArchetype && mpArchetype->IsRootParent()) || rArc.IsReader()) && rArc.CanSkipParameters() )
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if (((mpArchetype && mpArchetype->IsRootParent()) || rArc.IsReader()) && rArc.CanSkipParameters())
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{
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TString ArchetypeName = (mpArchetype ? mpArchetype->Name() : "");
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rArc << SerialParameter("Archetype", ArchetypeName, SH_Attribute);
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if (rArc.IsReader() && !ArchetypeName.IsEmpty())
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{
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CGameTemplate* pGame = NGameList::GetGameTemplate( Game() );
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CGameTemplate* pGame = NGameList::GetGameTemplate(Game());
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IProperty* pArchetype = pGame->FindPropertyArchetype(ArchetypeName);
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// The archetype must exist, or else the template file is malformed.
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@ -195,14 +196,14 @@ void IProperty::Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u
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// Now, route initialization to any child properties...
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uint32 ChildOffset = mOffset;
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for (int ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
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for (size_t ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
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{
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IProperty* pChild = mChildren[ChildIdx];
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// update offset and round up to the child's alignment
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if (ChildIdx > 0)
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{
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ChildOffset += mChildren[ChildIdx-1]->DataSize();
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ChildOffset += mChildren[ChildIdx - 1]->DataSize();
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}
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ChildOffset = VAL_ALIGN(ChildOffset, pChild->DataAlignment());
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@ -227,13 +228,15 @@ void* IProperty::RawValuePtr(void* pData) const
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IProperty* IProperty::ChildByID(uint32 ID) const
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{
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for (uint32 ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
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const auto iter = std::find_if(mChildren.begin(), mChildren.end(),
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[ID](const auto* element) { return element->mID == ID; });
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if (iter == mChildren.cend())
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{
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if (mChildren[ChildIdx]->mID == ID)
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return mChildren[ChildIdx];
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return nullptr;
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}
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return nullptr;
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return *iter;
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}
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IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
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@ -242,15 +245,15 @@ IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
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// some ID strings are formatted with 8 characters and some with 2 (plus the beginning "0x")
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ASSERT(rkIdString.Size() >= 4);
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uint32 IDEndPos = rkIdString.IndexOf(':');
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uint32 NextChildID = -1;
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const uint32 IDEndPos = rkIdString.IndexOf(':');
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uint32 NextChildID = UINT32_MAX;
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if (IDEndPos == -1)
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if (IDEndPos == UINT32_MAX)
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NextChildID = rkIdString.ToInt32(16);
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else
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NextChildID = rkIdString.SubString(2, IDEndPos - 2).ToInt32(16);
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if (NextChildID == 0xFFFFFFFF)
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if (NextChildID == UINT32_MAX)
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{
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return nullptr;
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}
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@ -258,7 +261,7 @@ IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
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IProperty* pNextChild = ChildByID(NextChildID);
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// Check if we need to recurse
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if (IDEndPos != -1)
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if (IDEndPos != UINT32_MAX)
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{
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return pNextChild->ChildByIDString(rkIdString.ChopFront(IDEndPos + 1));
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}
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@ -272,14 +275,12 @@ void IProperty::GatherAllSubInstances(std::list<IProperty*>& OutList, bool Recur
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{
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OutList.push_back(this);
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for( uint32 SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++ )
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for (auto* subInstance : mSubInstances)
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{
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IProperty* pSubInstance = mSubInstances[SubIdx];
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if( Recursive )
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pSubInstance->GatherAllSubInstances( OutList, true );
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if (Recursive)
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subInstance->GatherAllSubInstances(OutList, true);
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else
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OutList.push_back( pSubInstance );
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OutList.push_back(subInstance);
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}
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}
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@ -304,7 +305,7 @@ TString IProperty::GetTemplateFileName()
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pTemplateRoot = pTemplateRoot->RootParent();
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// Now that we have the base property of our template, we can return the file path.
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static const uint32 kChopAmount = strlen(*(gDataDir + "templates/"));
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static const size_t kChopAmount = strlen(*(gDataDir + "templates/"));
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if (pTemplateRoot->ScriptTemplate())
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{
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@ -361,48 +362,48 @@ bool IProperty::ShouldCook(void* pPropertyData) const
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void IProperty::SetName(const TString& rkNewName)
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{
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if (mName != rkNewName)
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{
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mName = rkNewName;
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mFlags.ClearFlag(EPropertyFlag::HasCachedNameCheck);
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MarkDirty();
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}
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if (mName == rkNewName)
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return;
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mName = rkNewName;
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mFlags.ClearFlag(EPropertyFlag::HasCachedNameCheck);
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MarkDirty();
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}
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void IProperty::SetDescription(const TString& rkNewDescription)
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{
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if (mDescription != rkNewDescription)
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{
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mDescription = rkNewDescription;
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MarkDirty();
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}
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if (mDescription == rkNewDescription)
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return;
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mDescription = rkNewDescription;
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MarkDirty();
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}
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void IProperty::SetSuffix(const TString& rkNewSuffix)
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{
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if (mSuffix != rkNewSuffix)
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{
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mSuffix = rkNewSuffix;
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MarkDirty();
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}
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if (mSuffix == rkNewSuffix)
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return;
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mSuffix = rkNewSuffix;
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MarkDirty();
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}
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void IProperty::MarkDirty()
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{
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// Don't allow properties to be marked dirty before they are fully initialized.
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if (IsInitialized())
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if (!IsInitialized())
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return;
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// Mark the root parent as dirty so the template file will get resaved
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RootParent()->mFlags |= EPropertyFlag::IsDirty;
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// Clear property name cache in case something has been modified that affects the hash
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mFlags &= ~(EPropertyFlag::HasCachedNameCheck | EPropertyFlag::HasCorrectPropertyName);
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// Mark sub-instances as dirty since they may need to resave as well
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for (auto& subInstance : mSubInstances)
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{
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// Mark the root parent as dirty so the template file will get resaved
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RootParent()->mFlags |= EPropertyFlag::IsDirty;
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// Clear property name cache in case something has been modified that affects the hash
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mFlags &= ~(EPropertyFlag::HasCachedNameCheck | EPropertyFlag::HasCorrectPropertyName);
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// Mark sub-instances as dirty since they may need to resave as well
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for (uint32 SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++)
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{
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mSubInstances[SubIdx]->MarkDirty();
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}
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subInstance->MarkDirty();
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}
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}
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@ -411,7 +412,7 @@ void IProperty::ClearDirtyFlag()
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RootParent()->mFlags &= ~EPropertyFlag::IsDirty;
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}
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bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*= nullptr*/)
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bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype)
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{
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if (mpArchetype && !pNewArchetype)
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{
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@ -423,7 +424,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
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IProperty* pNewProperty = Create(NewType, Game());
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// We can only replace properties with types that have the same size and alignment
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if( pNewProperty->DataSize() != DataSize() || pNewProperty->DataAlignment() != DataAlignment() )
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if (pNewProperty->DataSize() != DataSize() || pNewProperty->DataAlignment() != DataAlignment())
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{
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delete pNewProperty;
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return false;
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@ -436,7 +437,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
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pNewProperty->mpArchetype = pNewArchetype;
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NBasics::VectorRemoveOne(mSubInstances, pNewProperty);
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if( pNewArchetype )
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if (pNewArchetype)
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{
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pNewArchetype->mSubInstances.push_back(pNewProperty);
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}
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@ -459,13 +460,11 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
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std::list<IProperty*> SubInstances;
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GatherAllSubInstances(SubInstances, true);
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for (auto Iter = SubInstances.begin(); Iter != SubInstances.end(); Iter++)
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for (auto* property : SubInstances)
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{
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IProperty* pProperty = *Iter;
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if (pProperty->UsesNameMap())
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if (property->UsesNameMap())
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{
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NPropertyMap::UnregisterProperty(pProperty);
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NPropertyMap::UnregisterProperty(property);
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}
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}
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@ -475,7 +474,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
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// Swap out our parent's reference to us to point to the new property.
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if (mpParent)
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{
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for (uint32 SiblingIdx = 0; SiblingIdx < mpParent->mChildren.size(); SiblingIdx++)
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for (size_t SiblingIdx = 0; SiblingIdx < mpParent->mChildren.size(); SiblingIdx++)
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{
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IProperty* pSibling = mpParent->mChildren[SiblingIdx];
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if (pSibling == this)
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@ -487,29 +486,29 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
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}
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// Change all our child properties to be parented under the new property. (Is this adoption?)
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for (uint32 ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
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for (auto* child : mChildren)
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{
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mChildren[ChildIdx]->mpParent = pNewProperty;
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pNewProperty->mChildren.push_back(mChildren[ChildIdx]);
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child->mpParent = pNewProperty;
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pNewProperty->mChildren.push_back(child);
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}
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ASSERT( pNewProperty->mChildren.size() == mChildren.size() );
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ASSERT(pNewProperty->mChildren.size() == mChildren.size());
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mChildren.clear();
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// Create new versions of all sub-instances that inherit from the new property.
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// Note that when the sub-instances complete their conversion, they delete themselves.
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// The IProperty destructor removes the property from the archetype's sub-instance list.
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// So we shouldn't use a for loop, instead we should just wait until the array is empty
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uint32 SubCount = mSubInstances.size();
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[[maybe_unused]] const size_t SubCount = mSubInstances.size();
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while (!mSubInstances.empty())
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{
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bool SubSuccess = mSubInstances[0]->ConvertType(NewType, pNewProperty);
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ASSERT( SubSuccess );
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[[maybe_unused]] const bool SubSuccess = mSubInstances[0]->ConvertType(NewType, pNewProperty);
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ASSERT(SubSuccess);
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}
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ASSERT( pNewProperty->mSubInstances.size() == SubCount );
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ASSERT(pNewProperty->mSubInstances.size() == SubCount);
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// Conversion is complete! Initialize the new property and flag it dirty.
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pNewProperty->Initialize( mpParent, mpScriptTemplate, mOffset );
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pNewProperty->Initialize(mpParent, mpScriptTemplate, mOffset);
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pNewProperty->MarkDirty();
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// Finally, if we are done converting this property and all its instances, resave the templates.
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@ -528,7 +527,7 @@ bool IProperty::ConvertType(EPropertyType NewType, IProperty* pNewArchetype /*=
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return true;
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}
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bool IProperty::UsesNameMap()
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bool IProperty::UsesNameMap() const
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{
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return Game() >= EGame::EchoesDemo &&
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!IsRootParent() &&
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@ -549,12 +548,12 @@ bool IProperty::HasAccurateName()
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}
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// Children of atomic properties defer to parents. Intrinsic properties and array archetypes also defer to parents.
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if ( (mpParent && mpParent->IsAtomic()) || IsIntrinsic() || IsArrayArchetype() )
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if ((mpParent && mpParent->IsAtomic()) || IsIntrinsic() || IsArrayArchetype())
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{
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if (mpParent)
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return mpParent->HasAccurateName();
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else
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return true;
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return true;
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}
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// For everything else, hash the property name and check if it is a match for the property ID
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@ -577,17 +576,17 @@ bool IProperty::HasAccurateName()
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if (GeneratedID == mID)
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{
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mFlags.SetFlag( EPropertyFlag::HasCorrectPropertyName );
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mFlags.SetFlag(EPropertyFlag::HasCorrectPropertyName);
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}
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else
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{
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mFlags.ClearFlag( EPropertyFlag::HasCorrectPropertyName );
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mFlags.ClearFlag(EPropertyFlag::HasCorrectPropertyName);
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}
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mFlags.SetFlag(EPropertyFlag::HasCachedNameCheck);
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}
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return mFlags.HasFlag( EPropertyFlag::HasCorrectPropertyName );
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return mFlags.HasFlag(EPropertyFlag::HasCorrectPropertyName);
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}
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/** IProperty Accessors */
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@ -596,8 +595,7 @@ EGame IProperty::Game() const
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return mGame;
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}
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IProperty* IProperty::Create(EPropertyType Type,
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EGame Game)
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IProperty* IProperty::Create(EPropertyType Type, EGame Game)
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{
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IProperty* pOut = nullptr;
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@ -622,7 +620,7 @@ IProperty* IProperty::Create(EPropertyType Type,
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case EPropertyType::Spline: pOut = new CSplineProperty(Game); break;
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case EPropertyType::Guid: pOut = new CGuidProperty(Game); break;
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case EPropertyType::Pointer: pOut = new CPointerProperty(Game); break;
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case EPropertyType::Struct: pOut = new CStructProperty(Game); break;
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case EPropertyType::Struct: pOut = new CStructProperty(Game); break;
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case EPropertyType::Array: pOut = new CArrayProperty(Game); break;
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default: break;
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}
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@ -640,9 +638,9 @@ IProperty* IProperty::CreateCopy(IProperty* pArchetype)
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}
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IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
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EGame Game,
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uint32 Offset,
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const TString& rkName)
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EGame Game,
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uint32 Offset,
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const TString& rkName)
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{
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IProperty* pOut = Create(Type, Game);
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pOut->mFlags |= EPropertyFlag::IsIntrinsic;
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@ -652,9 +650,9 @@ IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
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}
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IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
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IProperty* pParent,
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uint32 Offset,
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const TString& rkName)
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IProperty* pParent,
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uint32 Offset,
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const TString& rkName)
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{
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// pParent should always be valid.
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// If you are creating a root property, call the other overload takes an EGame instead of a parent.
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@ -669,7 +667,7 @@ IProperty* IProperty::CreateIntrinsic(EPropertyType Type,
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}
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IProperty* IProperty::ArchiveConstructor(EPropertyType Type,
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const IArchive& Arc)
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const IArchive& Arc)
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{
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return Create(Type, Arc.Game());
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}
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@ -202,7 +202,7 @@ public:
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void MarkDirty();
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void ClearDirtyFlag();
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bool ConvertType(EPropertyType NewType, IProperty* pNewArchetype = nullptr);
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bool UsesNameMap();
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bool UsesNameMap() const;
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bool HasAccurateName();
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/** Accessors */
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