clang-modernize -loop-convert

and some manual adjustments
This commit is contained in:
Tillmann Karras 2014-03-03 06:25:15 +01:00
commit c89f04a7c5
22 changed files with 339 additions and 293 deletions

View file

@ -156,11 +156,11 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
player.pid = (PlayerId)(m_players.size() + 1);
// try to automatically assign new user a pad
for (unsigned int m = 0; m < 4; ++m)
for (PadMapping& mapping : m_pad_map)
{
if (m_pad_map[m] == -1)
if (mapping == -1)
{
m_pad_map[m] = player.pid;
mapping = player.pid;
break;
}
}
@ -229,9 +229,9 @@ unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
if (m_is_running)
{
for (int i = 0; i < 4; i++)
for (PadMapping mapping : m_pad_map)
{
if (m_pad_map[i] == pid)
if (mapping == pid)
{
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
@ -260,14 +260,22 @@ unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
for (int i = 0; i < 4; i++)
if (m_pad_map[i] == pid)
m_pad_map[i] = -1;
for (PadMapping& mapping : m_pad_map)
{
if (mapping == pid)
{
mapping = -1;
}
}
UpdatePadMapping();
for (int i = 0; i < 4; i++)
if (m_wiimote_map[i] == pid)
m_wiimote_map[i] = -1;
for (PadMapping& mapping : m_wiimote_map)
{
if (mapping == pid)
{
mapping = -1;
}
}
UpdateWiimoteMapping();
return 0;
@ -307,8 +315,10 @@ void NetPlayServer::UpdatePadMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_MAPPING;
for (int i = 0; i < 4; i++)
spac << m_pad_map[i];
for (PadMapping mapping : m_pad_map)
{
spac << mapping;
}
SendToClients(spac);
}
@ -317,8 +327,10 @@ void NetPlayServer::UpdateWiimoteMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
for (int i = 0; i < 4; i++)
spac << m_wiimote_map[i];
for (PadMapping mapping : m_wiimote_map)
{
spac << mapping;
}
SendToClients(spac);
}
@ -552,12 +564,14 @@ bool NetPlayServer::StartGame(const std::string &path)
// called from multiple threads
void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
{
std::map<sf::SocketTCP, Client>::iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
if (i->second.pid && (i->second.pid != skip_pid))
i->second.socket.Send(packet);
for (std::pair<const sf::SocketTCP, Client>& p : m_players)
{
if (p.second.pid &&
p.second.pid != skip_pid)
{
p.second.socket.Send(packet);
}
}
}
#ifdef USE_UPNP