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Redo ACustomInventory::CallStateChain to check return types
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b8a16600ac
commit
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2 changed files with 51 additions and 18 deletions
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@ -108,51 +108,84 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState *state)
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{
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INTBOOL result = false;
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int counter = 0;
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int retval, numret;
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VMReturn ret;
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ret.IntAt(&retval);
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VMValue params[3] = { actor, this, 0 };
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// We accept return types of `state`, `(int|bool)` or `state, (int|bool)`.
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// The last one is for the benefit of A_Warp and A_Teleport.
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int retval, numret;
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FState *nextstate;
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VMReturn ret[2];
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ret[0].PointerAt((void **)&nextstate);
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ret[1].IntAt(&retval);
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this->flags5 |= MF5_INSTATECALL;
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FState *savedstate = this->state;
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while (state != NULL)
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{
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this->state = state;
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nextstate = NULL; // assume no jump
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if (state->ActionFunc != NULL)
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{
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VMFrameStack stack;
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PPrototype *proto = state->ActionFunc->Proto;
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VMReturn *wantret;
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params[2] = VMValue(state, ATAG_STATE);
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retval = true; // assume success
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numret = stack.Call(state->ActionFunc, params, countof(params), &ret, 1);
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wantret = NULL; // assume no return value wanted
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numret = 0;
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// For functions that return nothing (or return some type
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// we don't care about), we pretend they return true,
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// thanks to the values set just above.
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if (proto->ReturnTypes.Size() == 1)
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{
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if (proto->ReturnTypes[0] == TypeState)
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{ // Function returns a state
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wantret = &ret[0];
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}
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else if (proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeBool)
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{ // Function returns an int or bool
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wantret = &ret[1];
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}
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numret = 1;
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}
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else if (proto->ReturnTypes.Size() == 2)
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{
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if (proto->ReturnTypes[0] == TypeState &&
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(proto->ReturnTypes[1] == TypeSInt32 || proto->ReturnTypes[1] == TypeBool))
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{ // Function returns a state and an int or bool
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wantret = &ret[0];
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numret = 2;
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}
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}
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stack.Call(state->ActionFunc, params, countof(params), wantret, numret);
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// As long as even one state succeeds, the whole chain succeeds unless aborted below.
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// A state that wants to jump does not count as "succeeded".
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if (nextstate != NULL)
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{
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result |= retval;
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}
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}
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// Since there are no delays it is a good idea to check for infinite loops here!
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counter++;
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if (counter >= 10000) break;
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if (this->state == state)
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if (nextstate == NULL)
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{
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FState *next = state->GetNextState();
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nextstate = state->GetNextState();
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if (state == next)
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if (state == nextstate)
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{ // Abort immediately if the state jumps to itself!
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result = false;
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break;
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}
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// If both variables are still the same there was no jump
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// so we must advance to the next state.
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state = next;
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}
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else
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{
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state = this->state;
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}
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state = nextstate;
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}
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this->flags5 &= ~MF5_INSTATECALL;
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this->state = savedstate;
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@ -551,7 +551,7 @@ begin:
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}
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stack->PopFrame();
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}
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assert(numret == C);
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assert(numret == C && "Number of parameters returned differs from what was expected by the caller");
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for (b = B; b != 0; --b)
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{
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reg.param[--f->NumParam].~VMValue();
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