Apply clang-format to code base

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clang-format-bot 2022-09-22 21:26:05 +03:00 committed by ζeh Matt
parent f37d0be806
commit ddb0522bbf
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2199 changed files with 118692 additions and 114392 deletions

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@ -14,48 +14,49 @@
namespace LuaUtil
{
// ScriptsContainer is a base class for all scripts containers (LocalScripts,
// GlobalScripts, PlayerScripts, etc). Each script runs in a separate sandbox.
// Scripts from different containers can interact to each other only via events.
// Scripts within one container can interact via interfaces.
// All scripts from one container have the same set of API packages available.
//
// Each script should return a table in a specific format that describes its
// handlers and interfaces. Every section of the table is optional. Basic structure:
//
// local function update(dt)
// print("Update")
// end
//
// local function someEventHandler(eventData)
// print("'SomeEvent' received")
// end
//
// return {
// -- Provides interface for other scripts in the same container
// interfaceName = "InterfaceName",
// interface = {
// someFunction = function() print("someFunction was called from another script") end,
// },
//
// -- Script interface for the engine. Not available for other script.
// -- An error is printed if unknown handler is specified.
// engineHandlers = {
// onUpdate = update,
// onInit = function(initData) ... end, -- used when the script is just created (not loaded)
// onSave = function() return ... end,
// onLoad = function(state, initData) ... end, -- "state" is the data that was earlier returned by onSave
//
// -- Works only if a child class has passed a EngineHandlerList
// -- for 'onSomethingElse' to ScriptsContainer::registerEngineHandlers.
// onSomethingElse = function() print("something else") end
// },
//
// -- Handlers for events, sent from other scripts. Engine itself never sent events. Any name can be used for an event.
// eventHandlers = {
// SomeEvent = someEventHandler
// }
// }
// ScriptsContainer is a base class for all scripts containers (LocalScripts,
// GlobalScripts, PlayerScripts, etc). Each script runs in a separate sandbox.
// Scripts from different containers can interact to each other only via events.
// Scripts within one container can interact via interfaces.
// All scripts from one container have the same set of API packages available.
//
// Each script should return a table in a specific format that describes its
// handlers and interfaces. Every section of the table is optional. Basic structure:
//
// local function update(dt)
// print("Update")
// end
//
// local function someEventHandler(eventData)
// print("'SomeEvent' received")
// end
//
// return {
// -- Provides interface for other scripts in the same container
// interfaceName = "InterfaceName",
// interface = {
// someFunction = function() print("someFunction was called from another script") end,
// },
//
// -- Script interface for the engine. Not available for other script.
// -- An error is printed if unknown handler is specified.
// engineHandlers = {
// onUpdate = update,
// onInit = function(initData) ... end, -- used when the script is just created (not loaded)
// onSave = function() return ... end,
// onLoad = function(state, initData) ... end, -- "state" is the data that was earlier returned by
// onSave
//
// -- Works only if a child class has passed a EngineHandlerList
// -- for 'onSomethingElse' to ScriptsContainer::registerEngineHandlers.
// onSomethingElse = function() print("something else") end
// },
//
// -- Handlers for events, sent from other scripts. Engine itself never sent events. Any name can be used
// for an event. eventHandlers = {
// SomeEvent = someEventHandler
// }
// }
class ScriptsContainer
{
@ -71,12 +72,12 @@ namespace LuaUtil
struct ScriptId
{
ScriptsContainer* mContainer;
int mIndex; // index in LuaUtil::ScriptsConfiguration
int mIndex; // index in LuaUtil::ScriptsConfiguration
};
using TimerType = ESM::LuaTimer::Type;
// `namePrefix` is a common prefix for all scripts in the container. Used in logs for error messages and `print` output.
// `autoStartScripts` specifies the list of scripts that should be autostarted in this container;
// `namePrefix` is a common prefix for all scripts in the container. Used in logs for error messages and `print`
// output. `autoStartScripts` specifies the list of scripts that should be autostarted in this container;
// the script names themselves are stored in ScriptsConfiguration.
ScriptsContainer(LuaState* lua, std::string_view namePrefix);
@ -91,10 +92,10 @@ namespace LuaUtil
// Automatically applies LuaUtil::makeReadOnly to the package.
void addPackage(std::string packageName, sol::object package);
// Gets script with given id from ScriptsConfiguration, finds the source in the virtual file system, starts as a new script,
// adds it to the container, and calls onInit for this script. Returns `true` if the script was successfully added.
// The script should have CUSTOM flag. If the flag is not set, or file not found, or has syntax errors, returns false.
// If such script already exists in the container, then also returns false.
// Gets script with given id from ScriptsConfiguration, finds the source in the virtual file system, starts as a
// new script, adds it to the container, and calls onInit for this script. Returns `true` if the script was
// successfully added. The script should have CUSTOM flag. If the flag is not set, or file not found, or has
// syntax errors, returns false. If such script already exists in the container, then also returns false.
bool addCustomScript(int scriptId);
bool hasScript(int scriptId) const { return mScripts.count(scriptId) != 0; }
@ -125,7 +126,8 @@ namespace LuaUtil
// Removes all scripts including the auto started.
void removeAllScripts();
// Calls engineHandler "onSave" for every script and saves the list of the scripts with serialized data to ESM::LuaScripts.
// Calls engineHandler "onSave" for every script and saves the list of the scripts with serialized data to
// ESM::LuaScripts.
void save(ESM::LuaScripts&);
// Removes all scripts; starts scripts according to `autoStartMode` and
@ -139,11 +141,11 @@ namespace LuaUtil
// Sets up a timer, that can be automatically saved and loaded.
// type - the type of timer, either SIMULATION_TIME or GAME_TIME.
// time - the absolute game time (in seconds or in hours) when the timer should be executed.
// scriptPath - script path in VFS is used as script id. The script with the given path should already present in the container.
// callbackName - callback (should be registered in advance) for this timer.
// callbackArg - parameter for the callback (should be serializable).
void setupSerializableTimer(TimerType type, double time, int scriptId,
std::string_view callbackName, sol::object callbackArg);
// scriptPath - script path in VFS is used as script id. The script with the given path should already present
// in the container. callbackName - callback (should be registered in advance) for this timer. callbackArg -
// parameter for the callback (should be serializable).
void setupSerializableTimer(
TimerType type, double time, int scriptId, std::string_view callbackName, sol::object callbackArg);
// Creates a timer. `callback` is an arbitrary Lua function. These timers are called "unsavable"
// because they can not be stored in saves. I.e. loading a saved game will not fully restore the state.
@ -162,7 +164,10 @@ namespace LuaUtil
std::vector<Handler> mList;
// "name" must be string literal
explicit EngineHandlerList(std::string_view name) : mName(name) {}
explicit EngineHandlerList(std::string_view name)
: mName(name)
{
}
};
// Calls given handlers in direct order.
@ -171,11 +176,14 @@ namespace LuaUtil
{
for (Handler& handler : handlers.mList)
{
try { LuaUtil::call(handler.mFn, args...); }
try
{
LuaUtil::call(handler.mFn, args...);
}
catch (std::exception& e)
{
Log(Debug::Error) << mNamePrefix << "[" << scriptPath(handler.mScriptId) << "] "
<< handlers.mName << " failed. " << e.what();
Log(Debug::Error) << mNamePrefix << "[" << scriptPath(handler.mScriptId) << "] " << handlers.mName
<< " failed. " << e.what();
}
}
}
@ -204,7 +212,7 @@ namespace LuaUtil
double mTime;
bool mSerializable;
int mScriptId;
std::variant<std::string, int64_t> mCallback; // string if serializable, integer otherwise
std::variant<std::string, int64_t> mCallback; // string if serializable, integer otherwise
sol::object mArg;
std::string mSerializedArg;
@ -237,7 +245,7 @@ namespace LuaUtil
std::map<int, Script> mScripts;
sol::table mPublicInterfaces;
EngineHandlerList mUpdateHandlers{"onUpdate"};
EngineHandlerList mUpdateHandlers{ "onUpdate" };
std::map<std::string_view, EngineHandlerList*> mEngineHandlers;
std::map<std::string, EventHandlerList, std::less<>> mEventHandlers;
@ -252,7 +260,7 @@ namespace LuaUtil
struct Callback
{
sol::function mFunc;
sol::table mHiddenData; // same object as Script::mHiddenData in ScriptsContainer
sol::table mHiddenData; // same object as Script::mHiddenData in ScriptsContainer
bool isValid() const { return mHiddenData[ScriptsContainer::sScriptIdKey] != sol::nil; }
@ -270,7 +278,10 @@ namespace LuaUtil
template <typename... Args>
void tryCall(Args&&... args) const
{
try { this->call(std::forward<Args>(args)...); }
try
{
this->call(std::forward<Args>(args)...);
}
catch (std::exception& e)
{
Log(Debug::Error) << "Error in callback: " << e.what();