mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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94 lines
2.6 KiB
C#
94 lines
2.6 KiB
C#
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using System.Threading;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Map;
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namespace CodeImp.DoomBuilder.BuilderModes.ErrorChecks
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{
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[ErrorChecker("Check unknown actions/effects", true, 50)]
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public class CheckUnknownActions : ErrorChecker
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{
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private const int PROGRESS_STEP = 1000;
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// Constructor
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public CheckUnknownActions()
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{
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int count = General.Map.Map.Sectors.Count + General.Map.Map.Linedefs.Count;
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if(General.Map.FormatInterface.HasThingAction) count += General.Map.Map.Things.Count;
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// Total progress is done when all relevant map elements are checked
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SetTotalProgress(count / PROGRESS_STEP);
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}
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// This runs the check
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public override void Run()
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{
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int progress = 0;
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int stepprogress = 0;
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// Go for all Linedefs
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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// Check action...
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if(l.Action != 0 && !General.Map.Config.LinedefActions.ContainsKey(l.Action)
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&& !GameConfiguration.IsGeneralized(l.Action))
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{
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SubmitResult(new ResultUnknownLinedefAction(l));
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}
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// Handle thread interruption
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try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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// Go for all Sectors
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// Check action...
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if(s.Effect != 0 && !General.Map.Config.SectorEffects.ContainsKey(s.Effect)
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&& !GameConfiguration.IsGeneralizedSectorEffect(s.Effect))
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{
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SubmitResult(new ResultUnknownSectorEffect(s));
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}
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// Handle thread interruption
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try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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// Go for all things?
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if(!General.Map.FormatInterface.HasThingAction) return;
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foreach(Thing t in General.Map.Map.Things)
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{
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// Check action...
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if(t.Action != 0 && !General.Map.Config.LinedefActions.ContainsKey(t.Action)
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&& !GameConfiguration.IsGeneralized(t.Action))
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{
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SubmitResult(new ResultUnknownThingAction(t));
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}
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// Handle thread interruption
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try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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}
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}
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