Codechange: automatic adding of _t to (u)int types, and WChar to char32_t

for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
This commit is contained in:
Rubidium
2023-05-08 19:01:06 +02:00
committed by rubidium42
parent 4f4810dc28
commit eaae0bb5e7
564 changed files with 4561 additions and 4561 deletions

View File

@@ -197,7 +197,7 @@ struct PacketWriter : SaveFilter {
/* Fast-track the size to the client. */
this->current = new Packet(PACKET_SERVER_MAP_SIZE);
this->current->Send_uint32((uint32)this->total_size);
this->current->Send_uint32((uint32_t)this->total_size);
this->PrependQueue();
}
};
@@ -658,7 +658,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
{
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
@@ -747,7 +747,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
* @param colour The colour of the result.
* @param command The command that was executed.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
{
Packet *p = new Packet(PACKET_SERVER_RCON);
@@ -777,7 +777,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16));
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
p->Send_uint16(_network_company_passworded);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -838,7 +838,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
}
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32 newgrf_version = p->Recv_uint32();
uint32_t newgrf_version = p->Recv_uint32();
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
@@ -1136,7 +1136,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
uint32_t frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
if (this->status == STATUS_PRE_ACTIVE) {
@@ -1152,7 +1152,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
}
/* Get, and validate the token. */
uint8 token = p->Recv_uint8();
uint8_t token = p->Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
@@ -1185,7 +1185,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
* @param data Arbitrary data.
* @param from_admin Whether the origin is an admin or not.
*/
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
{
const NetworkClientInfo *ci, *ci_own, *ci_to;
@@ -1323,7 +1323,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
int dest = p->Recv_uint32();
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
int64_t data = p->Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {