G++ generates structure debug symbols for a few df namespace classes to
generated stub source files. I decided to test how much symbols from
those files would increase binary size. When the result was about double
size I decided to add cmake configuration option to let user easily
select if they prefer complete symbols or reduced size.
gcc supports type checks for printf parameters which can catch some hard
to reproduce bugs. Possible bugs happen when the parameter value is
intepreted differently to the variable value.
Example warnings follow
../library/LuaWrapper.cpp:1011:86: warning: format ‘%llu’ expects argument
of type ‘long long unsigned int’, but argument 3 has type ‘uint64_t
{aka long unsigned int}’ [-Wformat=]
../plugins/follow.cpp:159:35: warning: format not a string literal and no
format arguments [-Wformat-security]
vsnprintf man page claims:
"If an output error is encountered, a negative value is returned."
That means we has to call vsnprintf twice at most to have whole output
written to a string. But in case of error we return an empty string.
The code also optimizes an expected common case of outputting single
line with a small stack allocated buffer. If the stack buffer is too
small then it uses std::string::resize to allocate exactly enough memory
and writes directly to std::string.
Second call could use vsprintf because memory is known to be large
enough. But I think that difference isn't detectable outside micro
benchmarks.
Changes include
* table.getn(obj) -> #obj
* Making sure string.rep gets an integer parameter
* Optimized profiling hooks (call profiler cost from factor 40 to 10)
* Specialized parameter name lookup code for c++ __index metamod calls
* Collect source lines in time sampling variant
* Simplified prevent to always filter all children
Pepperfish Profiler can produce time sampled profiles and call entry
exit profiles. Code is verbatim copy from the lua wiki [1]. This commit
won't work alone but it exists to give author credit correctly to
Daniel.
[1] http://lua-users.org/wiki/PepperfishProfiler
Authors:
Daniel Silverstone <dsilvers@pepperfish.net>
Tom Spilman <tom@sickheadgames.com>
Ben Wilhelm <zorba-pepperfish@pavlovian.net>
The presence of syndrome data in unit.syndromes.active generates corresponding wound data in unit.body.wounds. This wound data acts to produce all of the syndrome's actual effects, including but not limited to flag changes, interaction abilities, body transformation and display name alterations. Wound data persists when syndrome data is cleared from unit.syndromes.active. Since syndrome-util did not touch wound data at all, the erase function was completely ineffective at actually removing syndromes.
Note that syndromes also generate a bunch of data in the historical figure information of units. I have observed that this historical data is sufficient to restore the syndrome in a unit following map reload (at least in adventure mode), so its clearance (which needs to also include any corresponding interaction effects) will have to be addressed in a future update. As is, syndrome erasure remains incomplete.