Change some class naming conventions

This commit is contained in:
2023-09-15 13:28:18 -04:00
parent 40881ec284
commit cd3c82f2c4
20 changed files with 160 additions and 157 deletions

View File

@@ -36,7 +36,7 @@ AIntegrationGameModeBase::~AIntegrationGameModeBase()
// at the moment we trigger it.
//
uint32 AIntegrationGameModeBase::Run() {
FLockedWrapper lockedwrap(LockableWrapper);
FlxLockedWrapper lockedwrap(LockableWrapper);
Sockets->Update(lockedwrap);
lockedwrap->play_invoke_event_update(lockedwrap.Get(), EngineSeconds);
Sockets->Update(lockedwrap);
@@ -52,7 +52,7 @@ void AIntegrationGameModeBase::ResetToInitialState()
// Now that the thread's gone, we should be able to
// just claim and hold the lock on the wrapper.
FLockedWrapper w(LockableWrapper);
FlxLockedWrapper w(LockableWrapper);
// Release and close all sockets.
if (Sockets != nullptr)
@@ -76,7 +76,7 @@ void AIntegrationGameModeBase::ResetToInitialState()
void AIntegrationGameModeBase::UpdateConsoleOutput() {
// Copy Luprex Stdout into the console.
FLockedWrapper lockedwrap(LockableWrapper);
FlxLockedWrapper lockedwrap(LockableWrapper);
if (Playing) {
ConsoleOutput.Append(lockedwrap.FetchStdout());
}
@@ -96,7 +96,7 @@ void AIntegrationGameModeBase::UpdateConsoleOutput() {
void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
if (!Playing) return;
FLockedWrapper lockedwrap(LockableWrapper);
FlxLockedWrapper lockedwrap(LockableWrapper);
if (EngineSeconds >= NextThreadTrigger)
{
LuprexUpdateTask.Trigger();
@@ -106,7 +106,7 @@ void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
void AIntegrationGameModeBase::UpdateTangibles() {
if (!Playing) return;
FLockedWrapper w(LockableWrapper);
FlxLockedWrapper w(LockableWrapper);
int64 actor = w.GetActor();
TangibleManager.SetActor(actor);
TangibleManager.SetNear(w.GetNear(actor, 100, 100, 100));
@@ -119,18 +119,18 @@ void AIntegrationGameModeBase::UpdateTangibles() {
for (int i = 0; i < tanids.Num(); i++) {
uint64_t tanid = tanids[i];
std::string_view aqueue = aqueues[i];
UTangible* t = TangibleManager.GetTangible(tanid);
UlxTangible* t = TangibleManager.GetTangible(tanid);
check(t != nullptr);
t->AnimTracker.Update(aqueue);
TArray<uint64> aborted = t->AnimTracker.GetAborted();
for (uint64 hash : aborted) {
ITangibleInterface::Execute_AbortAnimation(t->Actor, hash);
IlxTangibleInterface::Execute_AbortAnimation(t->Actor, hash);
}
if (t->AnimTracker.AnyUnstarted()) {
FAnimStoredStep step = t->AnimTracker.GetUnstarted();
bool started = ITangibleInterface::Execute_StartAnimation(t->Actor, step.Hash, step.Body.size());
FlxAnimStoredStep step = t->AnimTracker.GetUnstarted();
bool started = IlxTangibleInterface::Execute_StartAnimation(t->Actor, step.Hash, step.Body.size());
if (started) {
t->AnimTracker.Started(step.Hash);
}
@@ -140,7 +140,7 @@ void AIntegrationGameModeBase::UpdateTangibles() {
void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
{
FLockedWrapper w(LockableWrapper);
FlxLockedWrapper w(LockableWrapper);
if (w->engine != nullptr)
{
const TCHAR* fstchar = *fs;
@@ -181,7 +181,7 @@ void AIntegrationGameModeBase::BeginPlay()
// Now we're just going to claim the wrapper
// lock for the remainder. When we create the thread,
// the thread will hang until we release this lock.
FLockedWrapper w(LockableWrapper);
FlxLockedWrapper w(LockableWrapper);
// Sanity checks. Make sure everything is clean.
checkf(!LuprexUpdateTask.IsRunning(), TEXT("There should be no thread here."));
@@ -221,7 +221,7 @@ void AIntegrationGameModeBase::BeginPlay()
// If we successfully created a luprex engine, create a socket system and a worker thread.
if (Playing) {
Sockets.Reset(FLpxSockets::Create(w));
Sockets.Reset(FlxSockets::Create(w));
std::string error = Sockets->GetError();
check(error.empty());
LuprexUpdateTask.Startup(this);