Changeset - r26085:9f102a93b50e
[Not reviewed]
master
0 3 0
Rubidium - 3 years ago 2021-12-05 15:15:27
rubidium@openttd.org
Codechange: do not use all upper case enumerators in a scoped enum
3 files changed with 28 insertions and 28 deletions:
0 comments (0 inline, 0 general)
src/industry_gui.cpp
Show inline comments
 
@@ -1324,10 +1324,10 @@ protected:
 
	static CargoID produced_cargo_filter;
 

	
 
	enum class SorterType : uint8 {
 
		IDW_SORT_BY_NAME,                       ///< Sorter type to sort by name
 
		IDW_SORT_BY_TYPE,                       ///< Sorter type to sort by type
 
		IDW_SORT_BY_PRODUCTION,                 ///< Sorter type to sort by production amount
 
		IDW_SORT_BY_TRANSPORTED,                ///< Sorter type to sort by transported percentage
 
		ByName,        ///< Sorter type to sort by name
 
		ByType,        ///< Sorter type to sort by type
 
		ByProduction,  ///< Sorter type to sort by production amount
 
		ByTransported, ///< Sorter type to sort by transported percentage
 
	};
 

	
 
	/**
 
@@ -1552,9 +1552,9 @@ protected:
 
		}
 

	
 
		switch (static_cast<IndustryDirectoryWindow::SorterType>(this->industries.SortType())) {
 
			case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_NAME:
 
			case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TYPE:
 
			case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_PRODUCTION:
 
			case IndustryDirectoryWindow::SorterType::ByName:
 
			case IndustryDirectoryWindow::SorterType::ByType:
 
			case IndustryDirectoryWindow::SorterType::ByProduction:
 
				/* Sort by descending production, then descending transported */
 
				std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
 
					if (a.production != b.production) return a.production > b.production;
 
@@ -1562,7 +1562,7 @@ protected:
 
				});
 
				break;
 

	
 
			case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TRANSPORTED:
 
			case IndustryDirectoryWindow::SorterType::ByTransported:
 
				/* Sort by descending transported, then descending production */
 
				std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
 
					if (a.transported != b.transported) return a.transported > b.transported;
src/network/core/tcp.h
Show inline comments
 
@@ -78,15 +78,15 @@ private:
 
	 * lock on the game-state.
 
	 */
 
	enum class Status {
 
		INIT,       ///< TCPConnecter is created but resolving hasn't started.
 
		RESOLVING,  ///< The hostname is being resolved (threaded).
 
		FAILURE,    ///< Resolving failed.
 
		CONNECTING, ///< We are currently connecting.
 
		CONNECTED,  ///< The connection is established.
 
		Init,       ///< TCPConnecter is created but resolving hasn't started.
 
		Resolving,  ///< The hostname is being resolved (threaded).
 
		Failure,    ///< Resolving failed.
 
		Connecting, ///< We are currently connecting.
 
		Connected,  ///< The connection is established.
 
	};
 

	
 
	std::thread resolve_thread;                         ///< Thread used during resolving.
 
	std::atomic<Status> status = Status::INIT;          ///< The current status of the connecter.
 
	std::atomic<Status> status = Status::Init;          ///< The current status of the connecter.
 
	std::atomic<bool> killed = false;                   ///< Whether this connecter is marked as killed.
 

	
 
	addrinfo *ai = nullptr;                             ///< getaddrinfo() allocated linked-list of resolved addresses.
src/network/core/tcp_connect.cpp
Show inline comments
 
@@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(c
 
			break;
 

	
 
		case SERVER_ADDRESS_INVITE_CODE:
 
			this->status = Status::CONNECTING;
 
			this->status = Status::Connecting;
 
			_network_coordinator_client.ConnectToServer(this->server_address.connection_string, this);
 
			break;
 

	
 
@@ -254,14 +254,14 @@ void TCPConnecter::Resolve()
 

	
 
	if (error != 0) {
 
		Debug(net, 0, "Failed to resolve DNS for {}", this->connection_string);
 
		this->status = Status::FAILURE;
 
		this->status = Status::Failure;
 
		return;
 
	}
 

	
 
	this->ai = ai;
 
	this->OnResolved(ai);
 

	
 
	this->status = Status::CONNECTING;
 
	this->status = Status::Connecting;
 
}
 

	
 
/**
 
@@ -281,11 +281,11 @@ bool TCPConnecter::CheckActivity()
 
	if (this->killed) return true;
 

	
 
	switch (this->status) {
 
		case Status::INIT:
 
		case Status::Init:
 
			/* Start the thread delayed, so the vtable is loaded. This allows classes
 
			 * to overload functions used by Resolve() (in case threading is disabled). */
 
			if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) {
 
				this->status = Status::RESOLVING;
 
				this->status = Status::Resolving;
 
				return false;
 
			}
 

	
 
@@ -296,18 +296,18 @@ bool TCPConnecter::CheckActivity()
 
			 * connection. The rest of this function handles exactly that. */
 
			break;
 

	
 
		case Status::RESOLVING:
 
		case Status::Resolving:
 
			/* Wait till Resolve() comes back with an answer (in case it runs threaded). */
 
			return false;
 

	
 
		case Status::FAILURE:
 
		case Status::Failure:
 
			/* Ensure the OnFailure() is called from the game-thread instead of the
 
			 * resolve-thread, as otherwise we can get into some threading issues. */
 
			this->OnFailure();
 
			return true;
 

	
 
		case Status::CONNECTING:
 
		case Status::CONNECTED:
 
		case Status::Connecting:
 
		case Status::Connected:
 
			break;
 
	}
 

	
 
@@ -403,7 +403,7 @@ bool TCPConnecter::CheckActivity()
 
	}
 

	
 
	this->OnConnect(connected_socket);
 
	this->status = Status::CONNECTED;
 
	this->status = Status::Connected;
 
	return true;
 
}
 

	
 
@@ -422,11 +422,11 @@ bool TCPServerConnecter::CheckActivity()
 
		case SERVER_ADDRESS_INVITE_CODE:
 
			/* Check if a result has come in. */
 
			switch (this->status) {
 
				case Status::FAILURE:
 
				case Status::Failure:
 
					this->OnFailure();
 
					return true;
 

	
 
				case Status::CONNECTED:
 
				case Status::Connected:
 
					this->OnConnect(this->socket);
 
					return true;
 

	
 
@@ -451,7 +451,7 @@ void TCPServerConnecter::SetConnected(SO
 
	assert(sock != INVALID_SOCKET);
 

	
 
	this->socket = sock;
 
	this->status = Status::CONNECTED;
 
	this->status = Status::Connected;
 
}
 

	
 
/**
 
@@ -459,7 +459,7 @@ void TCPServerConnecter::SetConnected(SO
 
 */
 
void TCPServerConnecter::SetFailure()
 
{
 
	this->status = Status::FAILURE;
 
	this->status = Status::Failure;
 
}
 

	
 
/**
0 comments (0 inline, 0 general)