Commit Graph

125 Commits (master)

Author SHA1 Message Date
David Dormagen 38d937fa58 GetProperties: fixed returning of duplicated property names & too high repair costs
var a = {B=1}; var b = new a {B=1}; would include "B" twice in the list of properties.
This lead to an actual issue when calculating component value for repairing buildings
2018-01-13 15:02:19 +01:00
Sven Eberhardt 856dfc9aa9 Fix duplicate editor action buttons #1884 2017-07-11 21:25:08 -07:00
Tushar Maheshwari a661eab867 Automatic fixes using clang-tidy for header files
A follow-up on a previous PR GH-41. The discussion in the forum can be
viewed at http://forum.openclonk.org/topic_show.pl?pid=33086.
Run clang-tidy (without auto, pass-by-value and using checks) to fix the
header files not modified in the previous PR.

Summary of the changes:

 - C++11 member initialization.
 - nullptr instead of 0 for pointers.
 - override for functions declared virtual in base class.
 - default trivial special member functions
2017-05-15 13:46:46 +02:00
Tushar Maheshwari 3a4f49ad90 Revisit #includes
Consolidate the include statements scattered across the code in accordance
with the comment in C4Include.h. The advantages are listed in the same
comment.
Furthermore, it follows llvm-include-order which is the logical
extrapolation of the project's style guideline wherever possible
(C4Include.h being the most-frequent exception).
2017-05-15 13:24:59 +02:00
Sven Eberhardt 94669cebe4 Merge branch 'master' of ssh://git.openclonk.org/openclonk
Conflicts:
	src/editor/C4ConsoleQtPropListViewer.cpp
2017-05-07 15:16:01 -04:00
Sven Eberhardt 206451eb6b Add prototype in proplist string and JSON serialization 2017-05-07 14:27:19 -04:00
Tushar Maheshwari e58a7884e4 Automatic fixes using clang-tidy
See http://forum.openclonk.org/topic_show.pl?tid=3376 for discussion.

Close GH-41
2017-05-03 20:30:45 +02:00
Sven Eberhardt 83af5ad794 Fix a script reload bug
Thawing needs to catch some of the deeper nested proplists because they are modified in the EditorProp initialization Definition()-callbacks.
2017-03-26 13:31:55 -04:00
Nicolas Hake 41f4779d74 StdCompiler: Use terms "Serializer" and "Deserializer"
Instead of "Compiler" and "Decompiler", which make me look up what's
even going on each time I see them, use the standard terms "serializer"
and "deserializer".
2017-03-11 15:05:41 +01:00
Lukas Werling ee0b1c2599 Implement JSON serialization for C4Value 2017-02-17 23:29:01 +01:00
Sven Eberhardt ebda8193ef Replace NULL by nullptr in C++ sources
We don't support pre-C++0x any more, so nullptr should be fine everywhere (except in the plain C source files)
2016-11-02 19:58:02 -04:00
Julius Michaelis 376ca5a9df Prevent using USE_CONSOLE in lib{misc,c4script} 2016-10-22 17:42:23 +02:00
Nicolas Hake e2fd7095c1 Merge branch 'ast'
# Conflicts:
#	src/C4Include.h
#	src/script/C4AulCompiler.cpp
#	src/script/C4AulParse.cpp
#	src/script/C4AulParse.h
#	src/script/C4ScriptHost.cpp
#	src/script/C4ScriptHost.h
#	tests/CMakeLists.txt
2016-10-20 17:33:02 +02:00
Nicolas Hake 9caaf1e298 Aul: Split out error handling into a separate class for easier testing
By using an extern error handler in the script engine, we can mock that
handler and make sure something that should fail actually does, instead
of having to parse log messages.
2016-10-19 14:20:41 +02:00
Armin Burgmeier 836927d93c Don't leak static proplists with cyclic references
If a local variable in a definition was set to a proplist inside the
Definition() callback, and that proplist contained cyclic references
then those references were leaked. Typically cyclic references for
script-created proplists are broken in
C4PropListScript::ClearScriptPropLists, however definition proplists
are changed to be static proplists in
C4PropList::FreezeAndMakeStaticRecursively.

To fix this, each script host maintains a list of proplists made static
by FreezeAndMakeStaticRecursively, and explicitly deletes all of these
proplists on Clear().

This leak also leads to an assertion failure inside
C4PropListScript::ClearScriptPropLists in debug mode, and can also be
observed by C4PropList::PropLists not being empty after game clear.

The definition in Objects.ocd/Helpers.ocd/UserAction.ocd constructs
cyclic proplists in its Definition() call. A simpler, more minimal way
to provoke the leak is the following (it provokes the leak but not the
assertion failure):

    local bla;

    func Definition(def)
    {
        bla = {};
        bla.test = { Name="Test222" , Options = { Name="Test333" } };
        bla.test.Options.Link = { Name="Test444", Blub=bla.test };
    }
2016-09-30 17:50:41 -10:00
Sven Eberhardt dee6086e1d Fix access violation in proplist-to-static conversion 2016-09-06 01:09:29 -04:00
Sven Eberhardt e4b4246500 Fix freezing and assignment of static names to child proplists created in Definition()-callbacks (#1798)
Also adjust editor props for the change:
1. enum needs to create a copy, not a reference for the default value of an option if it is defined inline
2. Always use proper GetName() resolution on property group names even if a static name would be available
2016-08-27 02:04:03 -04:00
Sven Eberhardt 24a5dc33db Qt editor: Sort properties in property list by localized name and priority 2016-08-02 01:12:08 -04:00
Sven Eberhardt 28d2172b78 Qt Editor: Move editor props from EditorProp_* to an EditorProp proplist 2016-07-13 17:18:08 -04:00
Sven Eberhardt a7aa89f168 Merge branch 'master' into qteditor
Conflicts:
	planet/Objects.ocd/Structures.ocd/StoneDoor.ocd/SpinWheel.ocd/Script.c
	src/platform/C4WindowSDL.cpp
	src/script/C4AulParse.cpp
	src/script/C4Effect.cpp
2016-06-20 22:27:03 -04:00
Sven Eberhardt 34289fa18a Qt Editor: Add EditorActions.
Replacing the old EditCursorCommands (which nobody knew). Objects now publish their commands directly on the property viewer.
2016-06-19 00:08:09 -04:00
Sven Eberhardt 4d04135cda Fix GetPropertyBool default value when descending into prototype [Guenther] 2016-06-03 20:17:20 -04:00
Sven Eberhardt b10da0629d Qt Editor: More EditorProps types (string, array) and attributes (EditOnSelection, DefaultEditorProp) 2016-06-03 01:20:43 -04:00
Nicolas Hake 3fd1187833 Don't overload CompileNewFunc with rvalue reference parameters
We don't need to pass the C4ValueNumbers* as a rvalue reference, and
doing so needs const qualifiers on MSVC.
2016-05-21 12:56:57 +02:00
Günther Brammer 9e8d644a26 StdAdaptors: Make mkParAdapt(mkPtrAdaptNoNull(), Par1, Par2) work
Employ variadic template arguments and more rvalue references for this.
Sadly, StdParameterAdapt itself is even more complicated, since it has to
store the parameters instead of just forwarding them, so the limit is still
two parameters. But that's twice as much as before in many cases.
2016-05-14 22:59:59 +02:00
Günther Brammer b00b8554ab Merge branch script 2016-04-28 03:25:44 +02:00
Günther Brammer 4b43576f83 Script: Complain about some attempts to Call nonexistant function again
This code got lost in the function pointer rewrite.
2016-04-28 02:59:12 +02:00
Sven Eberhardt 881534bee0 Qt Editor: Shape properties 2016-04-25 16:17:10 -04:00
Günther Brammer e5cfb1858f Script: GetName() can return the property a proplist was defined in
This means that the ActMaps do not need to repeat their name anymore,
provided that all Scripts use GetName() instead of directly accessing .Name.
2016-04-24 19:40:29 +02:00
Sven Eberhardt c0228be4e7 Qt Editor: More editor property types and functionality 2016-04-16 22:05:35 -04:00
Sven Eberhardt 2a2fc68e3f Qt Editor: Add user properties 2016-04-09 14:29:02 -04:00
Sven Eberhardt 879d501592 Merge remote-tracking branch 'remotes/origin/qteditor' into qteditor
Conflicts:
	src/editor/C4ConsoleQtPropListViewer.cpp
	src/editor/C4ConsoleQtPropListViewer.h
	src/script/C4ValueArray.cpp
2016-04-04 19:34:02 -04:00
Sven Eberhardt 98c36e5955 Qt Editor: Implement setting of properties 2016-04-03 23:46:58 -04:00
Nicolas Hake 9dddf289db Merge branch 'master' into qteditor 2016-04-03 21:06:32 +02:00
Nicolas Hake eabca223f5 Update all copyright notices for 2016 2016-04-03 20:24:42 +02:00
Nicolas Hake 493c276126 Rewrite header inclusions to #include "path/to/file.h" style 2016-04-03 20:24:42 +02:00
Nicolas Hake 0537df5f23 C4Object: Move C4Def.h dep out of header
C4Def is only ever used as a pointer inside C4Object.h, so we don't need
to include C4Def.h from it.
2016-04-03 13:24:26 +02:00
Sven Eberhardt 2af22ee824 New editor (Qt-based)
Work in progress. So far only for Windows.
2016-02-15 08:38:06 -05:00
Günther Brammer 8e889479cc Script: Find_Property can also search for engine-defined properties
Previously it used a C4PropList API that only checked the properties
set by script.
2015-12-22 18:07:38 +01:00
Nicolas Hake 617a0828fb Aul: Throw exceptions by value, not by pointer
Throwing values instead of pointers simplifies memory management at the
catch site.
2015-12-08 13:17:40 +01:00
Nicolas Hake 24b54211c5 Drop Min, Max, Swap for std::min, std::max, std::swap
The C++ standard library comes with perfectly fine implementations of
these functions, so there's no point in reimplementing them just for the
hell of it.
2015-11-15 13:53:01 +01:00
Sven Eberhardt 84fbff95a8 Add Find_Property. 2015-09-02 23:55:45 -04:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Sven Eberhardt 3886f76bf3 Do not hang when a C4Value with prop list pointer is not cleared at game end.
Just cause an assertion in debug mode instead.
2015-08-29 13:22:55 -04:00
Sven Eberhardt d7a0d291e2 Fix 64 bit build. 2015-08-21 15:03:13 -04:00
Sven Eberhardt cf940d639b Fix memory leak caused by circular prop list chains.
The shapes library has such pointer chains. The leaks were getting pretty heavy because they included pointers to C4AulFuncs, which kept a lot of parts of the script engine and string tables in memory.
2015-08-20 20:19:38 -04:00
David Dormagen d5f4805f18 fixed desync
The desync was caused by PropList->GetProperties returning the properties in an arbitrary order. They are now sorted first.
The debug logs are left in place, because I assume that I will need them again and they prove to be helpful.
2015-08-02 19:12:09 +02:00
Nicolas Hake 5562b09dc4 Remove a lot of disabled legacy code, round 2
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
Sven Eberhardt 42b9ca4577 Add custom EditCursorCommands available in editor context menu.
Example: this.EditCursorCommands = ["Explode(20)"] on an item will offer a menu entry to explode the object. Commands may be either strings or function pointers, but function pointers will always be called by name.
2015-01-03 23:21:36 +01:00
Sven Eberhardt 44e5c2542f Fix crash when loading proplists with non-static prototypes from saved games.
The code accessed a non-denumerated pointer.
2014-09-26 19:31:26 +02:00