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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-17 20:13:07 +01:00

Fix Warnings in Xcode about Copy Elision

This commit is contained in:
LRFLEW
2016-09-13 18:06:30 -05:00
parent e07c374f2d
commit e1b6319bc1
2 changed files with 23 additions and 23 deletions

View File

@@ -197,7 +197,7 @@ CachedTextureInfo TextureCache::AllocateImage(int imageWidth, int imageHeight)
log_verbose("new texture atlas #%d (size %d) allocated\n", atlasIndex, atlasSize);
#endif
_atlases.push_back(std::move(Atlas(atlasIndex, atlasSize)));
_atlases.emplace_back(atlasIndex, atlasSize);
_atlases.back().Initialise(_atlasesTextureDimensions, _atlasesTextureDimensions);
// Enlarge texture array to support new atlas

View File

@@ -553,7 +553,7 @@ const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text)
void Network::SendPacketToClients(NetworkPacket& packet, bool front)
{
for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
(*it)->QueuePacket(std::move(NetworkPacket::Duplicate(packet)), front);
(*it)->QueuePacket(NetworkPacket::Duplicate(packet), front);
}
}
@@ -830,7 +830,7 @@ void Network::CloseChatLog()
void Network::Client_Send_TOKEN()
{
log_verbose("requesting token");
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_TOKEN;
server_connection.AuthStatus = NETWORK_AUTH_REQUESTED;
server_connection.QueuePacket(std::move(packet));
@@ -838,7 +838,7 @@ void Network::Client_Send_TOKEN()
void Network::Client_Send_AUTH(const char* name, const char* password, const char* pubkey, const char *sig, size_t sigsize)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_AUTH;
packet->WriteString(NETWORK_STREAM_ID);
packet->WriteString(name);
@@ -853,7 +853,7 @@ void Network::Client_Send_AUTH(const char* name, const char* password, const cha
void Network::Server_Send_TOKEN(NetworkConnection& connection)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_TOKEN << (uint32)connection.Challenge.size();
packet->Write(connection.Challenge.data(), connection.Challenge.size());
connection.QueuePacket(std::move(packet));
@@ -865,7 +865,7 @@ void Network::Server_Send_AUTH(NetworkConnection& connection)
if (connection.Player) {
new_playerid = connection.Player->id;
}
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.AuthStatus << (uint8)new_playerid;
if (connection.AuthStatus == NETWORK_AUTH_BADVERSION) {
packet->WriteString(NETWORK_STREAM_ID);
@@ -931,7 +931,7 @@ void Network::Server_Send_MAP(NetworkConnection* connection)
}
for (size_t i = 0; i < out_size; i += chunksize) {
size_t datasize = Math::Min(chunksize, out_size - i);
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_MAP << (uint32)out_size << (uint32)i;
packet->Write(&header[i], datasize);
if (connection) {
@@ -946,7 +946,7 @@ void Network::Server_Send_MAP(NetworkConnection* connection)
void Network::Client_Send_CHAT(const char* text)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_CHAT;
packet->WriteString(text);
server_connection.QueuePacket(std::move(packet));
@@ -954,7 +954,7 @@ void Network::Client_Send_CHAT(const char* text)
void Network::Server_Send_CHAT(const char* text)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_CHAT;
packet->WriteString(text);
SendPacketToClients(*packet);
@@ -962,7 +962,7 @@ void Network::Server_Send_CHAT(const char* text)
void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
<< ecx << edx << esi << edi << ebp << callback;
server_connection.QueuePacket(std::move(packet));
@@ -970,7 +970,7 @@ void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx
void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
<< ecx << edx << esi << edi << ebp << playerid << callback;
SendPacketToClients(*packet);
@@ -979,7 +979,7 @@ void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx
void Network::Server_Send_TICK()
{
last_tick_sent_time = SDL_GetTicks();
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_TICK << (uint32)gCurrentTicks << (uint32)gScenarioSrand0;
uint32 flags = 0;
// Simple counter which limits how often a sprite checksum gets sent.
@@ -1002,7 +1002,7 @@ void Network::Server_Send_TICK()
void Network::Server_Send_PLAYERLIST()
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_PLAYERLIST << (uint8)player_list.size();
for (unsigned int i = 0; i < player_list.size(); i++) {
player_list[i]->Write(*packet);
@@ -1012,7 +1012,7 @@ void Network::Server_Send_PLAYERLIST()
void Network::Client_Send_PING()
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_PING;
server_connection.QueuePacket(std::move(packet));
}
@@ -1020,7 +1020,7 @@ void Network::Client_Send_PING()
void Network::Server_Send_PING()
{
last_ping_sent_time = SDL_GetTicks();
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_PING;
for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
(*it)->PingTime = SDL_GetTicks();
@@ -1030,7 +1030,7 @@ void Network::Server_Send_PING()
void Network::Server_Send_PINGLIST()
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_PINGLIST << (uint8)player_list.size();
for (unsigned int i = 0; i < player_list.size(); i++) {
*packet << player_list[i]->id << player_list[i]->ping;
@@ -1040,7 +1040,7 @@ void Network::Server_Send_PINGLIST()
void Network::Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_SETDISCONNECTMSG;
packet->WriteString(msg);
connection.QueuePacket(std::move(packet));
@@ -1048,7 +1048,7 @@ void Network::Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const
void Network::Server_Send_GAMEINFO(NetworkConnection& connection)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMEINFO;
#ifndef DISABLE_HTTP
json_t* obj = json_object();
@@ -1076,14 +1076,14 @@ void Network::Server_Send_GAMEINFO(NetworkConnection& connection)
void Network::Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_SHOWERROR << title << message;
connection.QueuePacket(std::move(packet));
}
void Network::Server_Send_GROUPLIST(NetworkConnection& connection)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GROUPLIST << (uint8)group_list.size() << default_group;
for (unsigned int i = 0; i < group_list.size(); i++) {
group_list[i]->Write(*packet);
@@ -1093,7 +1093,7 @@ void Network::Server_Send_GROUPLIST(NetworkConnection& connection)
void Network::Server_Send_EVENT_PLAYER_JOINED(const char *playerName)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_EVENT;
*packet << (uint16)SERVER_EVENT_PLAYER_JOINED;
packet->WriteString(playerName);
@@ -1102,7 +1102,7 @@ void Network::Server_Send_EVENT_PLAYER_JOINED(const char *playerName)
void Network::Server_Send_EVENT_PLAYER_DISCONNECTED(const char *playerName, const char *reason)
{
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_EVENT;
*packet << (uint16)SERVER_EVENT_PLAYER_DISCONNECTED;
packet->WriteString(playerName);
@@ -1805,7 +1805,7 @@ void Network::Client_Handle_EVENT(NetworkConnection& connection, NetworkPacket&
void Network::Client_Send_GAMEINFO()
{
log_verbose("requesting gameinfo");
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMEINFO;
server_connection.QueuePacket(std::move(packet));
}