refactor: Change TryParse implementation (#1442)

* Changed how the TryParse function works (and also did some general cleanup along the way)

* Update noexcept attributes (verified these are correct)

* Add fp overload for MacOS functionality

* resolving some feedback

* Split out unrelated changes to CleanupRoundup branch

* Update in response to feedback

* the consequences of emo's member variable renaming request

* Revert "the consequences of emo's member variable renaming request"

This reverts commit bf318caeda.

* Fully revert renaming attempt

* Revert "the consequences of emo's member variable renaming request"

This reverts commit bf318caeda.

Fully revert renaming attempt

* Created ClientVersion.h and moved the client version defaults to it

* Fix partial parsing and MacOS floating point errors

* attempting fix to MacOS compiler error

* syntax pass (should be the last commit unless the CI fails)

* ah, wait, forgot to uncomment the preprocessor statements for MacOS. THIS should be the last commit pending CI

* Okay, one last thing I noticed: We were including C headers here. Now they're C++ headers. Pinky swear this is it!

* typo and I am OCD. please let this be the last

* hash is usally but not always noexcept, so the specifier should go

* Address MOST of the feedback

* address the claim codes issue
This commit is contained in:
jadebenn
2024-02-10 05:05:25 -06:00
committed by GitHub
parent 62b670d283
commit 0c1ee0513d
33 changed files with 463 additions and 453 deletions

View File

@@ -83,7 +83,8 @@ void ActivityComponent::LoadActivityData(const int32_t activityId) {
if (m_ActivityInfo.instanceMapID == -1) {
const auto& transferOverride = m_Parent->GetVarAsString(u"transferZoneID");
if (!transferOverride.empty()) {
GeneralUtils::TryParse(transferOverride, m_ActivityInfo.instanceMapID);
m_ActivityInfo.instanceMapID =
GeneralUtils::TryParse<uint32_t>(transferOverride).value_or(m_ActivityInfo.instanceMapID);
}
}
}

View File

@@ -33,10 +33,9 @@ QuickBuildComponent::QuickBuildComponent(Entity* entity) : Component(entity) {
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
if (positionAsVector.size() == 3 &&
GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
const auto activatorPositionValid = GeneralUtils::TryParse<NiPoint3>(positionAsVector);
if (positionAsVector.size() == 3 && activatorPositionValid) {
m_ActivatorPosition = activatorPositionValid.value();
} else {
LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
m_ActivatorPosition = m_Parent->GetPosition();
@@ -328,7 +327,7 @@ float QuickBuildComponent::GetTimeBeforeSmash() {
return m_TimeBeforeSmash;
}
eQuickBuildState QuickBuildComponent::GetState() {
eQuickBuildState QuickBuildComponent::GetState() const noexcept {
return m_State;
}

View File

@@ -173,7 +173,7 @@ public:
* Returns the current quickbuild state
* @return the current quickbuild state
*/
eQuickBuildState GetState();
[[nodiscard]] eQuickBuildState GetState() const noexcept;
/**
* Returns the player that is currently building this quickbuild

View File

@@ -30,13 +30,15 @@ RenderComponent::RenderComponent(Entity* const parentEntity, const int32_t compo
auto* animationsTable = CDClientManager::GetTable<CDAnimationsTable>();
auto groupIdsSplit = GeneralUtils::SplitString(animationGroupIDs, ',');
for (auto& groupId : groupIdsSplit) {
int32_t groupIdInt;
if (!GeneralUtils::TryParse(groupId, groupIdInt)) {
const auto groupIdInt = GeneralUtils::TryParse<int32_t>(groupId);
if (!groupIdInt) {
LOG("bad animation group Id %s", groupId.c_str());
continue;
}
m_animationGroupIds.push_back(groupIdInt);
animationsTable->CacheAnimationGroup(groupIdInt);
m_animationGroupIds.push_back(groupIdInt.value());
animationsTable->CacheAnimationGroup(groupIdInt.value());
}
}
}

View File

@@ -21,10 +21,8 @@ TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo
std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
uint32_t sceneID;
GeneralUtils::TryParse<uint32_t>(tokens.at(0), sceneID);
uint32_t triggerID;
GeneralUtils::TryParse<uint32_t>(tokens.at(1), triggerID);
const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value_or(0);
const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value_or(0);
m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
@@ -190,9 +188,8 @@ void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
}
void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
uint32_t killType;
GeneralUtils::TryParse<uint32_t>(args, killType);
targetEntity->Smash(m_Parent->GetObjectID(), static_cast<eKillType>(killType));
const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::VIOLENT);
targetEntity->Smash(m_Parent->GetObjectID(), killType);
}
void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
@@ -216,9 +213,8 @@ void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
auto position = targetEntity->GetPosition();
NiPoint3 offset = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
NiPoint3 position = targetEntity->GetPosition();
const NiPoint3 offset = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
position += offset;
targetEntity->SetPosition(position);
@@ -227,8 +223,7 @@ void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::s
void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
NiPoint3 vector = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
const NiPoint3 vector = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
targetEntity->SetRotation(rotation);
@@ -245,8 +240,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(1);
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
const NiPoint3 direction = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
phantomPhysicsComponent->SetDirection(direction);
Game::entityManager->SerializeEntity(m_Parent);
@@ -259,8 +253,8 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
LOG_DEBUG("Phantom Physics component not found!");
return;
}
float forceMultiplier;
GeneralUtils::TryParse<float>(args, forceMultiplier);
const float forceMultiplier = GeneralUtils::TryParse<float>(args).value_or(1.0f);
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
@@ -279,11 +273,10 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() != 2) {
LOG_DEBUG("Not ehought variables!");
LOG_DEBUG("Not enough variables!");
return;
}
float time = 0.0;
GeneralUtils::TryParse<float>(argArray.at(1), time);
const float time = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(0.0f);
m_Parent->AddTimer(argArray.at(0), time);
}
@@ -299,7 +292,7 @@ void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std
bool hidePlayer = false;
if (argArray.size() >= 2) {
GeneralUtils::TryParse<float>(argArray.at(1), leadIn);
leadIn = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(leadIn);
if (argArray.size() >= 3 && argArray.at(2) == "wait") {
wait = eEndBehavior::WAIT;
if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
@@ -344,12 +337,16 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() < 3) return;
int32_t effectID = 0;
if (!GeneralUtils::TryParse<int32_t>(argArray.at(1), effectID)) return;
const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
if (!effectID) return;
std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
float priority = 1;
if (argArray.size() == 4) GeneralUtils::TryParse<float>(argArray.at(3), priority);
GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
if (argArray.size() == 4) {
priority = GeneralUtils::TryParse<float>(argArray.at(3)).value_or(priority);
}
GameMessages::SendPlayFXEffect(targetEntity, effectID.value(), effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
}
void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
@@ -358,8 +355,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
LOG_DEBUG("Skill component not found!");
return;
}
uint32_t skillId;
GeneralUtils::TryParse<uint32_t>(args, skillId);
const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value_or(0);
skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
}
@@ -381,17 +377,16 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
phantomPhysicsComponent->SetEffectType(effectType);
phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
if (argArray.size() > 4) {
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
const NiPoint3 direction =
GeneralUtils::TryParse<NiPoint3>(argArray.at(2), argArray.at(3), argArray.at(4)).value_or(NiPoint3Constant::ZERO);
phantomPhysicsComponent->SetDirection(direction);
}
if (argArray.size() > 5) {
uint32_t min;
GeneralUtils::TryParse<uint32_t>(argArray.at(6), min);
const uint32_t min = GeneralUtils::TryParse<uint32_t>(argArray.at(6)).value_or(0);
phantomPhysicsComponent->SetMin(min);
uint32_t max;
GeneralUtils::TryParse<uint32_t>(argArray.at(7), max);
const uint32_t max = GeneralUtils::TryParse<uint32_t>(argArray.at(7)).value_or(0);
phantomPhysicsComponent->SetMax(max);
}