本文整理汇总了C++中FATAL_ERROR_IF函数的典型用法代码示例。如果您正苦于以下问题:C++ FATAL_ERROR_IF函数的具体用法?C++ FATAL_ERROR_IF怎么用?C++ FATAL_ERROR_IF使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了FATAL_ERROR_IF函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getMapgenFactory
void EmergeManager::initMapgens()
{
if (m_mapgens.size())
return;
MapgenFactory *mgfactory = getMapgenFactory(params.mg_name);
if (!mgfactory) {
errorstream << "EmergeManager: mapgen " << params.mg_name <<
" not registered; falling back to " << DEFAULT_MAPGEN << std::endl;
params.mg_name = DEFAULT_MAPGEN;
mgfactory = getMapgenFactory(params.mg_name);
FATAL_ERROR_IF(mgfactory == NULL, "Couldn't use any mapgen!");
}
if (!params.sparams) {
params.sparams = mgfactory->createMapgenParams();
params.sparams->readParams(g_settings);
}
for (u32 i = 0; i != m_threads.size(); i++) {
Mapgen *mg = mgfactory->createMapgen(i, ¶ms, this);
m_mapgens.push_back(mg);
}
}
示例2: writeU8
void CNodeDefManager::serialize(std::ostream &os, u16 protocol_version) const
{
writeU8(os, 1); // version
u16 count = 0;
std::ostringstream os2(std::ios::binary);
for (u32 i = 0; i < m_content_features.size(); i++) {
if (i == CONTENT_IGNORE || i == CONTENT_AIR
|| i == CONTENT_UNKNOWN)
continue;
const ContentFeatures *f = &m_content_features[i];
if (f->name == "")
continue;
writeU16(os2, i);
// Wrap it in a string to allow different lengths without
// strict version incompatibilities
std::ostringstream wrapper_os(std::ios::binary);
f->serialize(wrapper_os, protocol_version);
os2<<serializeString(wrapper_os.str());
// must not overflow
u16 next = count + 1;
FATAL_ERROR_IF(next < count, "Overflow");
count++;
}
writeU16(os, count);
os << serializeLongString(os2.str());
}
示例3: FATAL_ERROR_IF
bool GUIEngine::setTexture(texture_layer layer, std::string texturepath,
bool tile_image, unsigned int minsize)
{
video::IVideoDriver* driver = m_device->getVideoDriver();
FATAL_ERROR_IF(driver == 0, "Could not get video driver");
if (m_textures[layer].texture != NULL)
{
driver->removeTexture(m_textures[layer].texture);
m_textures[layer].texture = NULL;
}
if ((texturepath == "") || !fs::PathExists(texturepath))
{
return false;
}
m_textures[layer].texture = driver->getTexture(texturepath.c_str());
m_textures[layer].tile = tile_image;
m_textures[layer].minsize = minsize;
if (m_textures[layer].texture == NULL)
{
return false;
}
return true;
}
示例4: data_rw
scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
{
StringMap::const_iterator it = m_mesh_data.find(filename);
if (it == m_mesh_data.end()) {
errorstream << "Client::getMesh(): Mesh not found: \"" << filename
<< "\"" << std::endl;
return NULL;
}
const std::string &data = it->second;
scene::ISceneManager *smgr = m_device->getSceneManager();
// Create the mesh, remove it from cache and return it
// This allows unique vertex colors and other properties for each instance
Buffer<char> data_rw(data.c_str(), data.size()); // Const-incorrect Irrlicht
io::IFileSystem *irrfs = m_device->getFileSystem();
io::IReadFile *rfile = irrfs->createMemoryReadFile(
*data_rw, data_rw.getSize(), filename.c_str());
FATAL_ERROR_IF(!rfile, "Could not create/open RAM file");
scene::IAnimatedMesh *mesh = smgr->getMesh(rfile);
rfile->drop();
// NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
// of uniquely named instances and re-use them
mesh->grab();
smgr->getMeshCache()->removeMesh(mesh);
return mesh;
}
示例5: getStack
// Push the list of callbacks (a lua table).
// Then push nargs arguments.
// Then call this function, which
// - runs the callbacks
// - replaces the table and arguments with the return value,
// computed depending on mode
void ScriptApiBase::runCallbacksRaw(int nargs,
RunCallbacksMode mode, const char *fxn)
{
lua_State *L = getStack();
FATAL_ERROR_IF(lua_gettop(L) < nargs + 1, "Not enough arguments");
// Insert error handler
lua_pushcfunction(L, script_error_handler);
int errorhandler = lua_gettop(L) - nargs - 1;
lua_insert(L, errorhandler);
// Insert run_callbacks between error handler and table
lua_getglobal(L, "core");
lua_getfield(L, -1, "run_callbacks");
lua_remove(L, -2);
lua_insert(L, errorhandler + 1);
// Insert mode after table
lua_pushnumber(L, (int)mode);
lua_insert(L, errorhandler + 3);
// Stack now looks like this:
// ... <error handler> <run_callbacks> <table> <mode> <arg#1> <arg#2> ... <arg#n>
int result = lua_pcall(L, nargs + 2, 1, errorhandler);
if (result != 0)
scriptError(result, fxn);
lua_remove(L, -2); // Remove error handler
}
示例6: lua_getglobal
int ModApiUtil::l_request_insecure_environment(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
// Just return _G if security is disabled
if (!ScriptApiSecurity::isSecure(L)) {
lua_getglobal(L, "_G");
return 1;
}
// We have to make sure that this function is being called directly by
// a mod, otherwise a malicious mod could override this function and
// steal its return value.
lua_Debug info;
// Make sure there's only one item below this function on the stack...
if (lua_getstack(L, 2, &info)) {
return 0;
}
FATAL_ERROR_IF(!lua_getstack(L, 1, &info), "lua_getstack() failed");
FATAL_ERROR_IF(!lua_getinfo(L, "S", &info), "lua_getinfo() failed");
// ...and that that item is the main file scope.
if (strcmp(info.what, "main") != 0) {
return 0;
}
// Get mod name
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
if (!lua_isstring(L, -1)) {
return 0;
}
// Check secure.trusted_mods
const char *mod_name = lua_tostring(L, -1);
std::string trusted_mods = g_settings->get("secure.trusted_mods");
trusted_mods.erase(std::remove_if(trusted_mods.begin(),
trusted_mods.end(), static_cast<int(*)(int)>(&std::isspace)),
trusted_mods.end());
std::vector<std::string> mod_list = str_split(trusted_mods, ',');
if (std::find(mod_list.begin(), mod_list.end(), mod_name) ==
mod_list.end()) {
return 0;
}
// Push insecure environment
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
return 1;
}
示例7: getenv
const char *getHomeOrFail()
{
const char *home = getenv("HOME");
// In rare cases the HOME environment variable may be unset
FATAL_ERROR_IF(!home,
"Required environment variable HOME is not set");
return home;
}
示例8: FATAL_ERROR_IF
ClientEvent *Client::getClientEvent()
{
FATAL_ERROR_IF(m_client_event_queue.empty(),
"Cannot getClientEvent, queue is empty.");
ClientEvent *event = m_client_event_queue.front();
m_client_event_queue.pop();
return event;
}
示例9: setSystemPaths
bool setSystemPaths()
{
char buf[BUFSIZ];
// Find path of executable and set path_share relative to it
FATAL_ERROR_IF(!getCurrentExecPath(buf, sizeof(buf)),
"Failed to get current executable path");
pathRemoveFile(buf, '\\');
// Use ".\bin\.."
path_share = std::string(buf) + "\\..";
// Use "C:\Documents and Settings\user\Application Data\<PROJECT_NAME>"
DWORD len = GetEnvironmentVariable("APPDATA", buf, sizeof(buf));
FATAL_ERROR_IF(len == 0 || len > sizeof(buf), "Failed to get APPDATA");
path_user = std::string(buf) + DIR_DELIM + PROJECT_NAME;
return true;
}
示例10: gen_srp_v
// Call lower level SRP code to generate a verifier with the
// given pointers. Contains the preparations, call parameters
// and error checking common to all srp verifier generation code.
// See docs of srp_create_salted_verification_key for more info.
static inline void gen_srp_v(const std::string &name,
const std::string &password, char **salt, size_t *salt_len,
char **bytes_v, size_t *len_v)
{
std::string n_name = lowercase(name);
SRP_Result res = srp_create_salted_verification_key(SRP_SHA256, SRP_NG_2048,
n_name.c_str(), (const unsigned char *)password.c_str(),
password.size(), (unsigned char **)salt, salt_len,
(unsigned char **)bytes_v, len_v, NULL, NULL);
FATAL_ERROR_IF(res != SRP_OK, "Couldn't create salted SRP verifier");
}
示例11: DSTACK
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
DSTACK(FUNCTION_NAME);
/*
It is a failure if already is a local player
*/
FATAL_ERROR_IF(m_local_player != NULL,
"Local player already allocated");
m_local_player = player;
}
示例12: getFont
unsigned int FontEngine::getTextHeight(unsigned int font_size, FontMode mode)
{
irr::gui::IGUIFont* font = getFont(font_size, mode);
// use current skin font as fallback
if (font == NULL) {
font = m_env->getSkin()->getFont();
}
FATAL_ERROR_IF(font == NULL, "Could not get skin font");
return font->getDimension(L"Some unimportant example String").Height;
}
示例13: switch
void Client::startAuth(AuthMechanism chosen_auth_mechanism)
{
m_chosen_auth_mech = chosen_auth_mechanism;
switch (chosen_auth_mechanism) {
case AUTH_MECHANISM_FIRST_SRP: {
// send srp verifier to server
NetworkPacket resp_pkt(TOSERVER_FIRST_SRP, 0);
char *salt, *bytes_v;
std::size_t len_salt, len_v;
salt = NULL;
getSRPVerifier(getPlayerName(), m_password,
&salt, &len_salt, &bytes_v, &len_v);
resp_pkt
<< std::string((char*)salt, len_salt)
<< std::string((char*)bytes_v, len_v)
<< (u8)((m_password == "") ? 1 : 0);
free(salt);
free(bytes_v);
Send(&resp_pkt);
break;
}
case AUTH_MECHANISM_SRP:
case AUTH_MECHANISM_LEGACY_PASSWORD: {
u8 based_on = 1;
if (chosen_auth_mechanism == AUTH_MECHANISM_LEGACY_PASSWORD) {
m_password = translatePassword(getPlayerName(), m_password);
based_on = 0;
}
std::string playername_u = lowercase(getPlayerName());
m_auth_data = srp_user_new(SRP_SHA256, SRP_NG_2048,
getPlayerName().c_str(), playername_u.c_str(),
(const unsigned char *) m_password.c_str(),
m_password.length(), NULL, NULL);
char *bytes_A = 0;
size_t len_A = 0;
SRP_Result res = srp_user_start_authentication(
(struct SRPUser *) m_auth_data, NULL, NULL, 0,
(unsigned char **) &bytes_A, &len_A);
FATAL_ERROR_IF(res != SRP_OK, "Creating local SRP user failed.");
NetworkPacket resp_pkt(TOSERVER_SRP_BYTES_A, 0);
resp_pkt << std::string(bytes_A, len_A) << based_on;
Send(&resp_pkt);
break;
}
case AUTH_MECHANISM_NONE:
break; // not handled in this method
}
}
示例14: mbtowc
KeyPress::KeyPress(const char *name)
{
if (strlen(name) == 0) {
Key = irr::KEY_KEY_CODES_COUNT;
Char = L'\0';
m_name = "";
return;
}
if (strlen(name) <= 4) {
// Lookup by resulting character
int chars_read = mbtowc(&Char, name, 1);
FATAL_ERROR_IF(chars_read != 1, "Unexpected multibyte character");
try {
struct table_key k = lookup_keychar(Char);
m_name = k.Name;
Key = k.Key;
return;
} catch (UnknownKeycode &e) {};
} else {
// Lookup by name
m_name = name;
try {
struct table_key k = lookup_keyname(name);
Key = k.Key;
Char = k.Char;
return;
} catch (UnknownKeycode &e) {};
}
// It's not a known key, complain and try to do something
Key = irr::KEY_KEY_CODES_COUNT;
int chars_read = mbtowc(&Char, name, 1);
FATAL_ERROR_IF(chars_read != 1, "Unexpected multibyte character");
m_name = "";
warningstream << "KeyPress: Unknown key '" << name << "', falling back to first char.";
}
示例15: luaL_newstate
ScriptApiBase::ScriptApiBase()
{
#ifdef SCRIPTAPI_LOCK_DEBUG
m_locked = false;
#endif
m_luastack = luaL_newstate();
FATAL_ERROR_IF(!m_luastack, "luaL_newstate() failed");
luaL_openlibs(m_luastack);
// Add and save an error handler
lua_pushcfunction(m_luastack, script_error_handler);
m_errorhandler = lua_gettop(m_luastack);
// Make the ScriptApiBase* accessible to ModApiBase
lua_pushlightuserdata(m_luastack, this);
lua_setfield(m_luastack, LUA_REGISTRYINDEX, "scriptapi");
// If we are using LuaJIT add a C++ wrapper function to catch
// exceptions thrown in Lua -> C++ calls
#if USE_LUAJIT
lua_pushlightuserdata(m_luastack, (void*) script_exception_wrapper);
luaJIT_setmode(m_luastack, -1, LUAJIT_MODE_WRAPCFUNC | LUAJIT_MODE_ON);
lua_pop(m_luastack, 1);
#endif
// Add basic globals
lua_newtable(m_luastack);
lua_setglobal(m_luastack, "core");
lua_pushstring(m_luastack, DIR_DELIM);
lua_setglobal(m_luastack, "DIR_DELIM");
lua_pushstring(m_luastack, porting::getPlatformName());
lua_setglobal(m_luastack, "PLATFORM");
// m_secure gets set to true inside
// ScriptApiSecurity::initializeSecurity(), if neccessary.
// Default to false otherwise
m_secure = false;
m_server = NULL;
m_environment = NULL;
m_guiengine = NULL;
}