mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: do not use all upper case enumerators in a scoped enum
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@ -1324,10 +1324,10 @@ protected:
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static CargoID produced_cargo_filter;
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enum class SorterType : uint8 {
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IDW_SORT_BY_NAME, ///< Sorter type to sort by name
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IDW_SORT_BY_TYPE, ///< Sorter type to sort by type
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IDW_SORT_BY_PRODUCTION, ///< Sorter type to sort by production amount
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IDW_SORT_BY_TRANSPORTED, ///< Sorter type to sort by transported percentage
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ByName, ///< Sorter type to sort by name
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ByType, ///< Sorter type to sort by type
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ByProduction, ///< Sorter type to sort by production amount
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ByTransported, ///< Sorter type to sort by transported percentage
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};
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/**
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@ -1552,9 +1552,9 @@ protected:
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}
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switch (static_cast<IndustryDirectoryWindow::SorterType>(this->industries.SortType())) {
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case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_NAME:
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case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TYPE:
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case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_PRODUCTION:
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case IndustryDirectoryWindow::SorterType::ByName:
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case IndustryDirectoryWindow::SorterType::ByType:
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case IndustryDirectoryWindow::SorterType::ByProduction:
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/* Sort by descending production, then descending transported */
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std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
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if (a.production != b.production) return a.production > b.production;
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@ -1562,7 +1562,7 @@ protected:
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});
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break;
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case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TRANSPORTED:
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case IndustryDirectoryWindow::SorterType::ByTransported:
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/* Sort by descending transported, then descending production */
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std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
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if (a.transported != b.transported) return a.transported > b.transported;
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@ -78,15 +78,15 @@ private:
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* lock on the game-state.
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*/
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enum class Status {
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INIT, ///< TCPConnecter is created but resolving hasn't started.
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RESOLVING, ///< The hostname is being resolved (threaded).
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FAILURE, ///< Resolving failed.
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CONNECTING, ///< We are currently connecting.
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CONNECTED, ///< The connection is established.
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Init, ///< TCPConnecter is created but resolving hasn't started.
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Resolving, ///< The hostname is being resolved (threaded).
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Failure, ///< Resolving failed.
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Connecting, ///< We are currently connecting.
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Connected, ///< The connection is established.
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};
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std::thread resolve_thread; ///< Thread used during resolving.
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std::atomic<Status> status = Status::INIT; ///< The current status of the connecter.
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std::atomic<Status> status = Status::Init; ///< The current status of the connecter.
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std::atomic<bool> killed = false; ///< Whether this connecter is marked as killed.
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addrinfo *ai = nullptr; ///< getaddrinfo() allocated linked-list of resolved addresses.
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@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uin
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break;
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case SERVER_ADDRESS_INVITE_CODE:
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this->status = Status::CONNECTING;
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this->status = Status::Connecting;
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_network_coordinator_client.ConnectToServer(this->server_address.connection_string, this);
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break;
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@ -254,14 +254,14 @@ void TCPConnecter::Resolve()
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if (error != 0) {
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Debug(net, 0, "Failed to resolve DNS for {}", this->connection_string);
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this->status = Status::FAILURE;
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this->status = Status::Failure;
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return;
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}
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this->ai = ai;
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this->OnResolved(ai);
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this->status = Status::CONNECTING;
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this->status = Status::Connecting;
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}
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/**
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@ -281,11 +281,11 @@ bool TCPConnecter::CheckActivity()
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if (this->killed) return true;
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switch (this->status) {
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case Status::INIT:
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case Status::Init:
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/* Start the thread delayed, so the vtable is loaded. This allows classes
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* to overload functions used by Resolve() (in case threading is disabled). */
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if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) {
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this->status = Status::RESOLVING;
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this->status = Status::Resolving;
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return false;
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}
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@ -296,18 +296,18 @@ bool TCPConnecter::CheckActivity()
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* connection. The rest of this function handles exactly that. */
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break;
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case Status::RESOLVING:
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case Status::Resolving:
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/* Wait till Resolve() comes back with an answer (in case it runs threaded). */
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return false;
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case Status::FAILURE:
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case Status::Failure:
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/* Ensure the OnFailure() is called from the game-thread instead of the
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* resolve-thread, as otherwise we can get into some threading issues. */
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this->OnFailure();
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return true;
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case Status::CONNECTING:
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case Status::CONNECTED:
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case Status::Connecting:
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case Status::Connected:
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break;
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}
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@ -403,7 +403,7 @@ bool TCPConnecter::CheckActivity()
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}
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this->OnConnect(connected_socket);
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this->status = Status::CONNECTED;
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this->status = Status::Connected;
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return true;
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}
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@ -422,11 +422,11 @@ bool TCPServerConnecter::CheckActivity()
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case SERVER_ADDRESS_INVITE_CODE:
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/* Check if a result has come in. */
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switch (this->status) {
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case Status::FAILURE:
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case Status::Failure:
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this->OnFailure();
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return true;
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case Status::CONNECTED:
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case Status::Connected:
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this->OnConnect(this->socket);
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return true;
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@ -451,7 +451,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock)
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assert(sock != INVALID_SOCKET);
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this->socket = sock;
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this->status = Status::CONNECTED;
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this->status = Status::Connected;
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}
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/**
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@ -459,7 +459,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock)
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*/
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void TCPServerConnecter::SetFailure()
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{
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this->status = Status::FAILURE;
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this->status = Status::Failure;
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}
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/**
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