useStlAlgorithm: ranges algorithms + justifica returnDanglingLifetime
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@@ -1,6 +1,8 @@
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#include "game/entities/animation_component.hpp"
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#include <algorithm>
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#include <cmath>
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#include <iterator>
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#include <stdexcept>
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#include <utility>
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@@ -33,8 +35,7 @@ namespace {
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if (speeds.empty()) {
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return std::vector<float>(frame_count, K_DEFAULT_FRAME_SECONDS);
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}
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// cppcheck-suppress useStlAlgorithm
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for (auto& s : speeds) { s = sanitizeSpeed(s); }
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std::ranges::transform(speeds, speeds.begin(), sanitizeSpeed);
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if (speeds.size() == frame_count) { return speeds; }
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if (speeds.size() > frame_count) {
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speeds.resize(frame_count);
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@@ -50,10 +51,7 @@ namespace {
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// component vàlid.
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auto parseFrames(const fkyaml::node& anim) -> std::vector<int> {
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std::vector<int> frames;
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for (const auto& f : anim["frames"]) {
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// cppcheck-suppress useStlAlgorithm
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frames.push_back(f.get_value<int>());
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}
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std::ranges::transform(anim["frames"], std::back_inserter(frames), [](const fkyaml::node& f) { return f.template get_value<int>(); });
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if (frames.empty()) { frames.push_back(0); }
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return frames;
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}
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@@ -66,10 +64,7 @@ namespace {
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std::vector<float> speeds_secs;
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const auto& fm = anim["frame_ms"];
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if (fm.is_sequence()) {
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for (const auto& v : fm) {
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// cppcheck-suppress useStlAlgorithm
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speeds_secs.push_back(static_cast<float>(v.get_value<int>()) / 1000.0F);
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}
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std::ranges::transform(fm, std::back_inserter(speeds_secs), [](const fkyaml::node& v) { return static_cast<float>(v.template get_value<int>()) / 1000.0F; });
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} else {
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const float SECS = static_cast<float>(fm.get_value<int>()) / 1000.0F;
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speeds_secs.assign(frame_count, SECS);
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@@ -2,6 +2,7 @@
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#include <algorithm>
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#include <filesystem>
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#include <iterator>
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#include <string>
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#include <vector>
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@@ -41,10 +42,7 @@ namespace {
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if (!yaml.contains("animations") || !yaml["animations"].contains("swing")) { return; }
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const auto& sw = yaml["animations"]["swing"];
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if (!sw.contains("active_frames")) { return; }
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for (const auto& f : sw["active_frames"]) {
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// cppcheck-suppress useStlAlgorithm
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active_out.push_back(f.get_value<int>());
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}
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std::ranges::transform(sw["active_frames"], std::back_inserter(active_out), [](const fkyaml::node& f) { return f.template get_value<int>(); });
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}
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} // namespace
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@@ -1,5 +1,7 @@
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#include "game/entities/entity_loader.hpp"
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#include <algorithm>
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#include <iterator>
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#include <stdexcept>
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#include <unordered_map>
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@@ -51,8 +53,7 @@ namespace EntityLoader {
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const auto& list = root["entities"];
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if (!list.is_sequence()) { return spawns; }
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spawns.reserve(list.size());
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// cppcheck-suppress useStlAlgorithm
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for (const auto& item : list) { spawns.push_back(item); }
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std::ranges::copy(list, std::back_inserter(spawns));
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return spawns;
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}
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@@ -87,7 +87,7 @@ auto EntityManager::add(std::unique_ptr<Entity> entity) -> Entity* {
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entity->setEntityManager(this);
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Entity* raw = entity.get();
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entities_.push_back(std::move(entity));
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// cppcheck-suppress returnDanglingLifetime
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// cppcheck-suppress returnDanglingLifetime -- fals positiu: std::move transfereix ownership del unique_ptr al vector, però l'objecte apuntat per `raw` no es mou ni es destrueix. El punter continua vàlid mentre el vector el posseesca.
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return raw;
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}
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@@ -124,7 +124,7 @@ auto EntityManager::addSarcophagus(std::unique_ptr<Sarcophagus> sarc) -> Sarcoph
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Sarcophagus* raw = sarc.get();
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entities_.push_back(std::move(sarc));
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++total_sarcs_;
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// cppcheck-suppress returnDanglingLifetime
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// cppcheck-suppress returnDanglingLifetime -- fals positiu: std::move transfereix ownership al vector però l'objecte no es mou. `raw` continua vàlid (vegeu `add` més amunt).
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return raw;
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}
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