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

@@ -26,9 +26,15 @@ namespace {
void dpWorld::Initialize(unsigned int zoneID, bool generateNewNavMesh) {
const auto physSpTilecount = Game::config->GetValue("phys_sp_tilecount");
if (!physSpTilecount.empty()) GeneralUtils::TryParse(physSpTilecount, phys_sp_tilecount);
if (!physSpTilecount.empty()) {
phys_sp_tilecount = GeneralUtils::TryParse<int32_t>(physSpTilecount).value_or(phys_sp_tilecount);
}
const auto physSpTilesize = Game::config->GetValue("phys_sp_tilesize");
if (!physSpTilesize.empty()) GeneralUtils::TryParse(physSpTilesize, phys_sp_tilesize);
if (!physSpTilesize.empty()) {
phys_sp_tilesize = GeneralUtils::TryParse<int32_t>(physSpTilesize).value_or(phys_sp_tilesize);
}
const auto physSpatialPartitioning = Game::config->GetValue("phys_spatial_partitioning");
if (!physSpatialPartitioning.empty()) phys_spatial_partitioning = physSpatialPartitioning == "1";