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1377 commits

Author SHA1 Message Date
Misa
28caa994e9 Add a blank line to the end of is_number()
This is to be consistent with is_positive_num().
2021-02-15 23:50:08 -05:00
Misa
4a853fec97 Add a blank line to the end of is_positive_num()
The return statement is too close to the block above it, so I want to
space it out for aesthetics.
2021-02-15 23:50:08 -05:00
Misa
30b0fc828f Change is_number() increment to pre-increment
This is also to be consistent with is_positive_num().
2021-02-15 23:50:08 -05:00
Misa
62533300b0 Change is_number() iterator type to size_t
This is to be consistent with is_positive_num().
2021-02-15 23:50:08 -05:00
Misa
7ea70ad1d6 Fix is_number() returning true for empty strings
Just like is_positive_num(), an empty string is not a number.

I've also decided to unroll iteration 0 of the loop here so readability
is improved; this happens to also knock out the whole "accepting empty
string" thing, too.
2021-02-15 23:50:08 -05:00
Misa
b9bf2be436 Fix is_positive_num() returning true for empty strings
To account for empty strings, we simply have to special-case them.
Simple as that.

This was also a problem with the previous std::string implementation of
this function; regardless, this is fixed now.
2021-02-15 23:50:08 -05:00
Misa
89bddf98b6 Refactor is_positive_num() to use C-strings
This makes the future move to C easier, as well as just shows that it's
plain unnecessary to use an std::string here.
2021-02-15 23:50:08 -05:00
Misa
825dbac228 Make const the 'hex' argument of is_positive_num()
Always good to get in the habit of clearly marking arguments you won't
mutate as const. Makes the code easier to read.
2021-02-15 23:50:08 -05:00
Misa
62808ca97a Remove unnecessary static_cast in is_number()
Just like is_positive_num(), the implicit conversion here is completely
okay, and adding an explicit cast here introduces noise.
2021-02-15 23:50:08 -05:00
Misa
623f4edc6e Remove unnecessary static_casts in is_positive_num()
The implicit conversion is completely okay. Adding an explicit cast here
just creates noise for the reader to filter out.
2021-02-15 23:50:08 -05:00
Misa
84ac4a40c1 Refactor loading arrays from XML to not use the STL
The current way "arrays" from XML files are loaded (before this commit
is applied) goes something like this:

1. Read the buffer of the contents of the tag using TinyXML-2.

2. Allocate a buffer on the heap of the same size, and copy the
   existing buffer to it. (This is what the statement `std::string
   TextString = pText;` does.)

3. For each delimiter in the heap-allocated buffer...

   a. Allocate another buffer on the heap, and copy the characters from
      the previous delimiter to the delimiter you just hit.

   b. Then allocate the buffer AGAIN, to copy it into an std::vector.

4. Then re-allocate every single buffer YET AGAIN, because you need to
   make a copy of the std::vector in split() to return it to the caller.

As you can see, the existing way uses a lot of memory allocations and
data marshalling, just to split some text.

The problem here is mostly making a temporary std::vector of split text,
before doing any actual useful work (most likely, putting it into an
array or ANOTHER std::vector - if the latter, then that's yet another
memory allocation on top of the memory allocation you already did; this
memory allocation is unavoidable, unlike the ones mentioned earlier,
which should be removed).

So I noticed that since we're iterating over the entire string once
(just to shove its contents into a temporary std::vector), and then
basically iterating over it again - why can't the whole thing just be
more immediate, and just be iterated over once?

So that's what I've done here. I've axed the split() function (both of
them, actually), and made next_split() and next_split_s().

next_split() will take an existing string and a starting index, and it
will find the next occurrence of the given delimiter in the string. Once
it does so, it will return the length from the previous starting index,
and modify your starting index as well. The price for immediateness is
that you're supposed to handle keeping the index of the previous
starting index around in order to be able to use the function; updating
it after each iteration is also your responsibility.

(By the way, next_split() doesn't use SDL_strchr(), because we can't get
the length of the substring for the last substring. We could handle this
special case specifically, but it'd be uglier; it also introduces
iterating over the last substring twice, when we only need to do it
once.)

next_split_s() does the same thing as next_split(), except it will copy
the resulting substring into a buffer that you provide (along with its
size). Useful if you don't particularly care about the length of the
substring.

All callers have been updated accordingly. This new system does not make
ANY heap allocations at all; at worst, it allocates a temporary buffer
on the stack, but that's only if you use next_split_s(); plus, it'd be a
fixed-size buffer, and stack allocations are negligible anyway.

This improves performance when loading any sort of XML file, especially
loading custom levels - which, on my system at least, I can noticeably
tell (there's less of a freeze when I load in to a custom level with
lots of scripts). It also decreases memory usage, because the heap isn't
being used just to iterate over some delimiters when XML files are
loaded.
2021-02-15 23:24:31 -05:00
Misa
52959396bb Remove unneeded comments from scriptclass::scriptclass()
These comments were probably remnants of some late-night coding session
or something. Anyway, they're not needed; there's nothing to do with SDL
here, and the "Init" is obvious because the function is a constructor.
2021-02-15 23:24:31 -05:00
Misa
a113662050 Clean up resetting editor contents and scripts
Contents and scripts should be reset in editorclass::reset(); there's no
reason to reset them again right before you load them from an XML file
in editorclass::load().

Additionally, the resets now consistently use SDL_zeroa() (for contents)
and scriptclass::clearcustom() (for scripts).
2021-02-15 23:24:31 -05:00
Misa
fe77ada160 Clean up comments in script XML parsing code
I'm partial to slash-asterisk-style comments, so I'll use those here.
Also, having a space after the start of comments is good. I've also
removed the "Add the script if we have a preceding header" comments
since it can be inferred by reading the surrounding code.
2021-02-15 23:24:31 -05:00
Misa
4f224e1657 Clean up whitespace in script XML parsing code
There is now a space between all 'if's and their opening parentheses.
I've also cleaned up the blank line spacing so the code looks better.
2021-02-15 23:24:31 -05:00
Misa
ca973a6547 Unindent from collapsing empty pText check
As always, the diff algorithms do terribly with unindentation, so I'm
doing the actual unindenting in this commit.
2021-02-15 23:24:31 -05:00
Misa
8d5829dd26 Remove indentation level from checking for empty pText
Instead of checking the length() of an std::string, just check if
pText[0] is equal to '\0'.

This will have to be done anyway, because I'm going to get rid of the
std::string allocation here, and I noticed this inefficiency in the
indentation, so I'm going to remove it.

The actual unindent will be done in the next commit.
2021-02-15 23:24:31 -05:00
Misa
968bb5f960 De-duplicate <customlevelscore> loading to use LOAD_ARRAY_RENAME()
This now means every XML array loading is done with common,
re-duplicated code. The only exceptions to this are special cases other
than the the majority of cases; the majority being a simple matter of
reading an array of integers and putting it into another array.

Seems like the only reason I hadn't caught the <customlevelscore> tag
until now was because I was focused on de-duplicating all the array
loads in Game::loadstats() and below, forgetting about
Game::loadcustomlevelstats().
2021-02-15 23:24:31 -05:00
Misa
6dc423e78e Move LOAD_ARRAY[_RENAME] macros to before loadcustomlevelstats()
In order to be able to use the LOAD_ARRAY() and LOAD_ARRAY_RENAME()
macros in Game::loadcustomlevelstats(), they have to be moved to earlier
in the file.
2021-02-15 23:24:31 -05:00
Misa
3fcdc084d0 Refactor editor gotoroom shortcut to not use split()
Even if split() didn't use the STL, using this function here is a bit
unnecessary, because a simple SDL_strchr() suffices. Refactoring split()
to not use the STL will break this caller anyway, so I might as well
just refactor this to not use split() in the first place.

This refactor also properly checks if the inputs are valid integers. And
since split() is no longer used, it also rejects inputs ending with a
trailing comma as being invalid, too; this didn't happen previously.
It's intentional that I used is_number() here instead of
is_positive_num(), thus accepting negative numbers; in the future it
might be possible to have negative room coordinates.
2021-02-15 23:24:31 -05:00
Misa
fe8d163041 Fix reading uninitialized memory when creating Menu::levellist
Valgrind reported this.

The error here is that the buffer here is only guaranteed to be
initialized up until (and including) the null-terminator, by
SDL_snprintf(). Iterating over the entire allocated buffer is bad and I
should feel bad as the girl who wrote this code; doing that reads
uninitialized memory and passes it to SDL_tolower().

As a bonus, the iterator increment is now a preincrement instead of a
postincrement.
2021-02-15 23:07:35 -05:00
Misa
3226d4f312 Free loaded file in editorclass::getLevelMetadata()
This fixes memory leaking every single time a file gets loaded(!) when
the list of custom levels gets loaded(!!!), which Valgrind reports. This
memory leak is completely my bad; 2.2 properly frees the loaded file,
and VCE uses an std::unique_ptr - which I decided to ignore and not
think about why it would be there.

It's safe to do this free after uMem gets copied into std::string;
although, in the future, I *am* thinking about refactoring this function
(and the tag finder function) to not use std::strings, and I'll have to
be careful to make sure that the memory management with the file is
correct when I do so.
2021-02-15 23:07:35 -05:00
Misa
16fef54ae1 Pass 1 to Mix_LoadMUS_RW() in MusicTrack::MusicTrack()
This makes the freesrc argument of Mix_LoadMUS_RW() 1 instead of 0. If
the argument is nonzero, then the passed SDL_RWops will be automatically
freed when m_music is freed, too.

I don't know why this was 0 before. Setting it to 1 fixes a memory leak
that Valgrind reports (which turns into an actual leak every time custom
assets are mounted or unmounted).
2021-02-15 23:07:35 -05:00
Misa
8052f61cef Check if file can't be loaded in SoundTrack::SoundTrack()
This adds a check that the pointer passed to
FILESYSTEM_loadFileToMemory() isn't NULL, and if it is, just returns
early in the function, instead of continuing later and producing a
different, slightly-misleading error message.
2021-02-15 23:07:35 -05:00
Misa
f401cc6230 Unconditionally call FILESYSTEM_freeMemory() in SoundTrack constructor
Previously, it was guarded behind a check for the length, which is... I
guess still perfectly fine behavior, but there's no reason to have a
length check here; FILESYSTEM_freeMemory() uses SDL_free(), which does a
check that the pointer passed is non-NULL (the pointer that is passed
here, despite not being initialized upon declaration, is guaranteed to
be initialized by FILESYSTEM_loadFileToMemory() anyway, so).
2021-02-15 23:07:35 -05:00
Misa
b19daebeef Bail for all SDL_malloc() failures
Following Ethan's example of bailing (calling VVV_exit()) if
binaryBlob::unPackBinary() couldn't allocate memory, I've searched
through and found every SDL_malloc(), then made sure that if it returned
NULL, the caller would bail (because you can't do much when you're out
of memory).

There should probably be an error message printed when the process is
out of memory, but unPackBinary() doesn't print an error message for
being out of memory, so this can probably be added later. (Also we don't
really have a logging system, I'd like to have something like that added
in first before adding more messages.)

Also, this doesn't account for any allocators used by STL stuff, but
we're working on removing the STL, and allocation failure just results
in an abort anyway, so there's not really a problem there.
2021-02-15 23:07:35 -05:00
Misa
8aa5bb8aab Clean up all program close paths to use VVV_exit()
Wow, there are a lot of these. All of these exit paths now use
VVV_exit() instead, which attempts to save unlock.vvv and settings.vvv,
and also frees all resources so Valgrind is happy. This is a good thing,
because previously unlock.vvv/settings.vvv wouldn't be written to if we
decided to bail for a given reason.
2021-02-15 23:07:35 -05:00
Misa
de1e773b7f Remove <string.h> #include from main.cpp
We no longer use libc string functions, instead preferring SDL's; this
unused include should be removed.
2021-02-15 23:07:35 -05:00
Misa
d39fe96cf2 Move Script.cpp <limits.h> #include to proper place
It should be between the include of the corresponding header file for
the source file (Script.h) and the includes of other local header files
(the files that are specific to this codebase only); this is the
convention that includes in all other source files follow.

However, it seems like I misplaced this, so I'm fixing it now.
2021-02-15 23:07:35 -05:00
Misa
4964cb7bc3 Add VVV_exit()
This is just a function that calls the cleanup() in main.cpp, as well as
calls exit().

I would have liked to use SDL_ExitProcess() here, because that function
has ifdefs for different runtime environments. But alas, it's an
internal function and isn't exported. Ah well; exit() seems to be fine
anyway.
2021-02-15 23:07:35 -05:00
Misa
efbaeeffde Clean up all leftover resources in cleanup()
If there's a resource that doesn't otherwise need to be cleaned up and
is still alive upon program shutdown, then it should go in cleanup().

This cleans up Screen, GraphicsResources, Graphics buffers, Graphics
tiles, and musicclass audio upon program shutdown.

Even we technically don't NEED to clean these resources up ourselves
(the kernel is going to get rid of all of it anyway, else it'd be a
security problem), I'm doing this because otherwise Valgrind will
complain about these, and then it'd be difficult to see which memory
leaks are real and which are just "well this isn't really a leak but you
haven't freed this thing when the process exited, and that's technically
what a memory leak is".

These are all resources whose cleanup functions can be safely called
even if they haven't initialized anything yet.
2021-02-15 23:07:35 -05:00
Misa
39e316828e Add NULL guards to Game::savestats() and savesettings()
This is so those functions can safely be called when
graphics.screenbuffer is NULL.
2021-02-15 23:07:35 -05:00
Misa
1f1b39a77a Free base tilesheet image after processing it
This isn't a memory leak (not even Valgrind complains), because it gets
properly cleaned up in GraphicsResources::destroy(). Still, it's memory
that is just laying around not being used, and in the name of
deallocating things as soon as you no longer need them, we should
deallocate the base tilesheet images after we split all of them into
tiles.

This reduces the memory cost of all tilesheet images by half, since we
were essentially keeping around duplicates for nothing; this doesn't
really have much of an impact with conventional tilesheet sizes, since
they're usually small enough, but since 2.3 allowed for tilesheet images
of any size, this is a pretty big deal for really big tilesheet images.

It's okay to do this, even though they also get freed in
GraphicsResources::destroy(), because SDL_FreeSurface() does a NULL
check on the pointer passed to it, and we set the pointer to NULL after
freeing the surfaces.
2021-02-15 23:07:35 -05:00
Misa
6077015fdc Guard PHYSFS_deinit() with PHYSFS_isInit()
A quick glance at PhysFS source code will show that PhysFS will bail if
PHYSFS_deinit() is called if it's not initialized.

"Bail" here just means setting an error code and returning early, so
it's not that bad. Still, it's the principle of the thing, and I just
want to ensure that FILESYSTEM_deinit() can be safely called no matter
if the filesystem hasn't initialized yet; having an error set by PhysFS
kind of taints the whole safety thing, even if it does nothing wrong,
no?

(although, speaking of which, we should be handling all errors by
PhysFS, but that's for later...)
2021-02-15 23:07:35 -05:00
Misa
951e1653a6 Move cleanup code to separate function
I will need to re-use this code, so it's best that it not be
copy-pasted.
2021-02-15 23:07:35 -05:00
Misa
de26596d54 Fix FIXME comments with outdated referents in Screen.cpp
These FIXME comments are still correct about code duplication, but
they're incorrect about where exactly the original code is after the
original code got moved around. So I've fixed them to refer to the
correct locations.

We really should get around to de-duplicating the code mentioned in
these comments...
2021-02-15 23:07:35 -05:00
Misa
a3ad7b73f3 Add Screen::destroy()
In order to have squeaky-clean memory management, we'll need to clean up
all the things that Screen allocates. This is the function to call to do
so.
2021-02-15 23:07:35 -05:00
Misa
7f3ebda8ea Clear musicWriteBlob after writing BinaryMusic.vvv
Since musicWriteBlob is a temporary object that gets destroyed at the
end of musicclass::init(), in order to make sure we don't leak memory
and lose all the pointers to the blocks we just allocated in
musicWriteBlob, we need to call its clear() method after writing
BinaryMusic.vvv.
2021-02-15 23:07:35 -05:00
Misa
77748f29f9 Separate musicReadBlob into mmmmmm_blob and pppppp_blob
musicReadBlob was used for both MMMMMM and PPPPPP soundtracks. This
causes a memory leak if you have mmmmmm.vvv installed, because the
pointers holding each allocated block of MMMMMM would be lost when
PPPPPP got loaded. Valgrind complains about this memory leak.

This is in contrast to 2.2 and previous behavior, where musicReadBlob
was only a temporary object instead of being held in musicclass.
However, this wasn't really a memory leak (moreso something that just
didn't get cleaned up when closing the game), but it did get turned into
a leak when per-level assets mounting and unmounting got introduced in
2.3 (loading a level with custom assets after starting the game with an
mmmmmm.vvv, or exiting out of a level that had an mmmmmm.vvv, would
cause the game to leak memory). Leo recognized this, and moved
musicReadBlob onto musicclass in a separate 2.3 PR, but either he didn't
think about what was happening here too closely, or he didn't use
Valgrind, because he forgot about the memory leak caused by re-using the
same binaryBlob for PPPPPP and MMMMMM.

So instead, just use two different binaryBlob objects for MMMMMM and
PPPPPP. That way, no memory leaks happen.
2021-02-15 23:07:35 -05:00
Misa
f39174b3e3 Refactor TRACK_NAMES to take in a blob parameter
I'm going to introduce another binaryBlob object in to the mix, and I
want to be able to re-use an existing FOREACH_TRACK #define without
having to copy-paste it again. So, TRACK_NAMES now takes in a blob
parameter, which will be passed to the temporary FOREACH_TRACK #define.
2021-02-15 23:07:35 -05:00
Misa
0ea1a0e28e Move musicclass cleanup to separate function musicclass::destroy()
This removes the music cleanup code from musicclass::init(), and
requires that we also call destroy() in Graphics::reloadresources().

This is because we'll need to re-use the musicclass cleanup code
elsewhere, and we don't want to copy-paste the cleanup code. Or at
least, I don't (but I'm not a game dev, game devs copy-paste all the
friggin' time).
2021-02-15 23:07:35 -05:00
Misa
b3679ce1e5 Fix brace style of Graphics::font_idx()
This really should be next-line brace, as is (most of) the rest of the
codebase.
2021-02-15 23:07:35 -05:00
Misa
a505059719 Move Graphics buffer creation to new func create_buffers()
It doesn't feel quite write leaving all the buffer creation code in
main(), even though it's perfectly okay to do so and it doesn't result
in any memory mismanagement that Valgrind can report; so I'm factoring
all of it out to a separate function, Graphics::create_buffers().

As a bonus, we no longer have to keep qualifying with `graphics.` in the
buffer creation code, which is nice.
2021-02-15 23:07:35 -05:00
Misa
5595bb0964 Add Graphics::destroy_buffers()
These destroy all the buffers that are created on the Graphics class.
Since these buffers can't be created at the same time as the rest of
Graphics is (due to the fact that they require knowing the pixel format
of the game screen), they can't be destroyed at the same as the rest of
Graphics is, either.
2021-02-15 23:07:35 -05:00
Misa
3fe1870b32 Move Graphics cleanup to new function Graphics::destroy()
This makes it so this cleanup code can be re-used without copy-pasting
it over and over again.
2021-02-15 23:07:35 -05:00
Misa
c955ce4380 Remove making new GraphicsResources object in reloadresources()
This is a very complicated way of zeroing out grphx (instead of using
SDL_zero()), which itself is completely unnecessary because grphx.init()
gets called immediately afterwards anyway.
2021-02-15 23:07:35 -05:00
Misa
1140f3cae3 Fix brace style of Graphics::reloadresources()
It should be next-line brace, not same-line brace. Even in a codebase
that uses same-line braces everywhere, I still prefer having next-line
braces inside functions (because they're at the top level, and you can't
next them). But regardless, this should still be next-line brace like
(most of) the rest of the codebase.
2021-02-15 23:07:35 -05:00
Misa
7ffafc8f4d Remove grphx.init() from Graphics::init()
grphx.init() is going to be called again (after grphx.destroy()) in
graphics.reloadresources() anyway, so there's no reason to have it here.
2021-02-15 23:07:35 -05:00
Misa
70b9ffe6a5 Tidy up binaryBlob initialization to use SDL_zeroa()
It's simpler and more concise than writing out the SDL_memset() in full,
which means you're less likely to screw up those lines of code.
2021-02-15 23:07:35 -05:00
Misa
bd97378862 Unconditionally free and zero in binaryBlob::clear()
The function previously conditionally freed a m_memblocks pointer if its
corresponding m_headers was valid. This makes me slightly worried about
the possibility that memory would be allocated, but the header would
still be marked as invalid.

I don't see how that could happen, but it's better to be safe than
sorry. SDL_free() does a guaranteed NULL pointer check (like most SDL
functions), so it's okay to pass NULL pointers to it.

Just to be sure, I'm also zeroing m_memblocks and m_headers after
freeing everything in the function.
2021-02-15 23:07:35 -05:00