本文整理汇总了C++中sanity_check函数的典型用法代码示例。如果您正苦于以下问题:C++ sanity_check函数的具体用法?C++ sanity_check怎么用?C++ sanity_check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sanity_check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: getGuiEngine
int ModApiMainMenu::l_get_table_index(lua_State *L)
{
GUIEngine* engine = getGuiEngine(L);
sanity_check(engine != NULL);
std::string tablename(luaL_checkstring(L, 1));
GUITable *table = engine->m_menu->getTable(tablename);
s32 selection = table ? table->getSelected() : 0;
if (selection >= 1)
lua_pushinteger(L, selection);
else
lua_pushnil(L);
return 1;
}
示例2: getBlock
void CodeAlloc::free(NIns* start, NIns *end) {
CodeList *blk = getBlock(start, end);
if (verbose)
avmplus::AvmLog("free %p-%p %d\n", start, end, (int)blk->size());
AvmAssert(!blk->isFree);
// coalesce
if (blk->lower && blk->lower->isFree) {
// combine blk into blk->lower (destroy blk)
CodeList* lower = blk->lower;
CodeList* higher = blk->higher;
lower->higher = higher;
higher->lower = lower;
debug_only( sanity_check();)
示例3: luaL_checknumber
// set_timeofday(val)
// val = 0...1
int ModApiEnvMod::l_set_timeofday(lua_State *L)
{
GET_ENV_PTR;
// Do it
float timeofday_f = luaL_checknumber(L, 1);
sanity_check(timeofday_f >= 0.0 && timeofday_f <= 1.0);
int timeofday_mh = (int)(timeofday_f * 24000.0);
// This should be set directly in the environment but currently
// such changes aren't immediately sent to the clients, so call
// the server instead.
//env->setTimeOfDay(timeofday_mh);
getServer(L)->setTimeOfDay(timeofday_mh);
return 0;
}
示例4: SWITCH_DECLARE
SWITCH_DECLARE(int) CoreSession::setAutoHangup(bool val)
{
this_check(-1);
sanity_check(-1);
if (!session) {
return SWITCH_STATUS_FALSE;
}
if (val) {
switch_set_flag(this, S_HUP);
} else {
switch_clear_flag(this, S_HUP);
}
return SWITCH_STATUS_SUCCESS;
}
示例5: assert
void Schematic::placeOnMap(ServerMap *map, v3s16 p, u32 flags,
Rotation rot, bool force_place)
{
std::map<v3s16, MapBlock *> lighting_modified_blocks;
std::map<v3s16, MapBlock *> modified_blocks;
std::map<v3s16, MapBlock *>::iterator it;
assert(map != NULL);
assert(schemdata != NULL);
sanity_check(m_ndef != NULL);
//// Determine effective rotation and effective schematic dimensions
if (rot == ROTATE_RAND)
rot = (Rotation)myrand_range(ROTATE_0, ROTATE_270);
v3s16 s = (rot == ROTATE_90 || rot == ROTATE_270) ?
v3s16(size.Z, size.Y, size.X) : size;
//// Adjust placement position if necessary
if (flags & DECO_PLACE_CENTER_X)
p.X -= (s.X + 1) / 2;
if (flags & DECO_PLACE_CENTER_Y)
p.Y -= (s.Y + 1) / 2;
if (flags & DECO_PLACE_CENTER_Z)
p.Z -= (s.Z + 1) / 2;
//// Create VManip for effected area, emerge our area, modify area
//// inside VManip, then blit back.
v3s16 bp1 = getNodeBlockPos(p);
v3s16 bp2 = getNodeBlockPos(p + s - v3s16(1,1,1));
MMVManip vm(map);
vm.initialEmerge(bp1, bp2);
blitToVManip(&vm, p, rot, force_place);
voxalgo::blit_back_with_light(map, &vm, &modified_blocks);
//// Carry out post-map-modification actions
//// Create & dispatch map modification events to observers
MapEditEvent event;
event.type = MEET_OTHER;
for (it = modified_blocks.begin(); it != modified_blocks.end(); ++it)
event.modified_blocks.insert(it->first);
map->dispatchEvent(&event);
}
示例6: SWITCH_DECLARE
SWITCH_DECLARE(int) CoreSession::flushEvents()
{
switch_event_t *event;
this_check(-1);
sanity_check(-1);
if (!session) {
return SWITCH_STATUS_FALSE;
}
while (switch_core_session_dequeue_event(session, &event, SWITCH_TRUE) == SWITCH_STATUS_SUCCESS) {
switch_event_destroy(&event);
}
return SWITCH_STATUS_SUCCESS;
}
示例7: RecursiveMutexAutoLock
void LuaLBM::trigger(ServerEnvironment *env, v3s16 p, MapNode n)
{
GameScripting *scriptIface = env->getScriptIface();
auto _script_lock = RecursiveMutexAutoLock(scriptIface->m_luastackmutex, std::try_to_lock);
if (!_script_lock.owns_lock()) {
return;
}
scriptIface->realityCheck();
lua_State *L = scriptIface->getStack();
sanity_check(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
int error_handler = PUSH_ERROR_HANDLER(L);
// Get registered_lbms
lua_getglobal(L, "core");
lua_getfield(L, -1, "registered_lbms");
luaL_checktype(L, -1, LUA_TTABLE);
lua_remove(L, -2); // Remove core
// Get registered_lbms[m_id]
lua_pushnumber(L, m_id);
lua_gettable(L, -2);
//FATAL_ERROR_IF(lua_isnil(L, -1), "Entry with given id not found in registered_lbms table");
if (lua_isnil(L, -1)) {
errorstream << "Entry with given id " << m_id << " not found in registered_lbms table" << std::endl;
return;
}
lua_remove(L, -2); // Remove registered_lbms
scriptIface->setOriginFromTable(-1);
// Call action
luaL_checktype(L, -1, LUA_TTABLE);
lua_getfield(L, -1, "action");
luaL_checktype(L, -1, LUA_TFUNCTION);
lua_remove(L, -2); // Remove registered_lbms[m_id]
push_v3s16(L, p);
pushnode(L, n, env->getGameDef()->ndef());
int result = lua_pcall(L, 2, 0, error_handler);
if (result)
scriptIface->scriptError(result, "LuaLBM::trigger");
lua_pop(L, 1); // Pop error handler
}
示例8: w
void editor_map::resize(int width, int height, int x_offset, int y_offset,
t_translation::t_terrain filler)
{
int old_w = w();
int old_h = h();
if (old_w == width && old_h == height && x_offset == 0 && y_offset == 0) {
return;
}
// Determine the amount of resizing is required
const int left_resize = -x_offset;
const int right_resize = (width - old_w) + x_offset;
const int top_resize = -y_offset;
const int bottom_resize = (height - old_h) + y_offset;
if(right_resize > 0) {
expand_right(right_resize, filler);
} else if(right_resize < 0) {
shrink_right(-right_resize);
}
if(bottom_resize > 0) {
expand_bottom(bottom_resize, filler);
} else if(bottom_resize < 0) {
shrink_bottom(-bottom_resize);
}
if(left_resize > 0) {
expand_left(left_resize, filler);
} else if(left_resize < 0) {
shrink_left(-left_resize);
}
if(top_resize > 0) {
expand_top(top_resize, filler);
} else if(top_resize < 0) {
shrink_top(-top_resize);
}
// fix the starting positions
if(x_offset || y_offset) {
for(size_t i = 0; i < MAX_PLAYERS+1; ++i) {
if(startingPositions_[i] != map_location()) {
startingPositions_[i].x -= x_offset;
startingPositions_[i].y -= y_offset;
}
}
}
sanity_check();
}
示例9: check_header
static int __init check_header(void)
{
const char * reason = NULL;
int error;
if ((error = bio_read_page(swp_offset(swsusp_header.swsusp_info), &swsusp_info)))
return error;
/* Is this same machine? */
if ((reason = sanity_check())) {
printk(KERN_ERR "swsusp: Resume mismatch: %s\n",reason);
return -EPERM;
}
nr_copy_pages = swsusp_info.image_pages;
pagedir_order = get_bitmask_order(SUSPEND_PD_PAGES(nr_copy_pages));
return error;
}
示例10: create_libxs_wrapper
status_t create_libxs_wrapper(xen_instance_t *xen)
{
libxs_wrapper_t *wrapper = &xen->libxsw;
wrapper->handle = dlopen ("libxenstore.so", RTLD_NOW | RTLD_GLOBAL);
if ( !wrapper->handle ) {
fprintf(stderr, "Failed to find a suitable libxenstore.so at any of the standard paths!\n");
return VMI_FAILURE;
}
wrapper->xs_open = dlsym(wrapper->handle, "xs_open");
wrapper->xs_close = dlsym(wrapper->handle, "xs_close");
wrapper->xs_directory = dlsym(wrapper->handle, "xs_directory");
wrapper->xs_read = dlsym(wrapper->handle, "xs_read");
return sanity_check(xen);
}
示例11: getGuiEngine
int ModApiMainMenu::l_update_formspec(lua_State *L)
{
GUIEngine* engine = getGuiEngine(L);
sanity_check(engine != NULL);
if (engine->m_startgame)
return 0;
//read formspec
std::string formspec(luaL_checkstring(L, 1));
if (engine->m_formspecgui != 0) {
engine->m_formspecgui->setForm(formspec);
}
return 0;
}
示例12: SWITCH_DECLARE
SWITCH_DECLARE(char *) CoreSession::getXMLCDR()
{
switch_xml_t cdr;
this_check((char *)"");
sanity_check((char *)"");
switch_safe_free(xml_cdr_text);
if (switch_ivr_generate_xml_cdr(session, &cdr) == SWITCH_STATUS_SUCCESS) {
xml_cdr_text = switch_xml_toxml(cdr, SWITCH_FALSE);
switch_xml_free(cdr);
}
return (char *) (xml_cdr_text ? xml_cdr_text : "");
}
示例13: assert
void Schematic::placeStructure(Map *map, v3s16 p, u32 flags,
Rotation rot, bool force_place)
{
assert(schemdata != NULL); // Pre-condition
sanity_check(m_ndef != NULL);
MMVManip *vm = new MMVManip(map);
if (rot == ROTATE_RAND)
rot = (Rotation)myrand_range(ROTATE_0, ROTATE_270);
v3s16 s = (rot == ROTATE_90 || rot == ROTATE_270) ?
v3s16(size.Z, size.Y, size.X) : size;
if (flags & DECO_PLACE_CENTER_X)
p.X -= (s.X + 1) / 2;
if (flags & DECO_PLACE_CENTER_Y)
p.Y -= (s.Y + 1) / 2;
if (flags & DECO_PLACE_CENTER_Z)
p.Z -= (s.Z + 1) / 2;
v3s16 bp1 = getNodeBlockPos(p);
v3s16 bp2 = getNodeBlockPos(p + s - v3s16(1,1,1));
vm->initialEmerge(bp1, bp2);
blitToVManip(p, vm, rot, force_place);
std::map<v3s16, MapBlock *> lighting_modified_blocks;
std::map<v3s16, MapBlock *> modified_blocks;
vm->blitBackAll(&modified_blocks);
// TODO: Optimize this by using Mapgen::calcLighting() instead
lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
map->updateLighting(lighting_modified_blocks, modified_blocks);
MapEditEvent event;
event.type = MEET_OTHER;
for (std::map<v3s16, MapBlock *>::iterator
it = modified_blocks.begin();
it != modified_blocks.end(); ++it)
event.modified_blocks.insert(it->first);
map->dispatchEvent(&event);
}
示例14: sanity_check
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n,
u32 active_object_count, u32 active_object_count_wider)
{
GameScripting *scriptIface = env->getScriptIface();
scriptIface->realityCheck();
lua_State *L = scriptIface->getStack();
sanity_check(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
lua_pushcfunction(L, script_error_handler);
int errorhandler = lua_gettop(L);
// Get registered_abms
lua_getglobal(L, "core");
lua_getfield(L, -1, "registered_abms");
luaL_checktype(L, -1, LUA_TTABLE);
lua_remove(L, -2); // Remove core
// Get registered_abms[m_id]
lua_pushnumber(L, m_id);
lua_gettable(L, -2);
if(lua_isnil(L, -1))
FATAL_ERROR("");
lua_remove(L, -2); // Remove registered_abms
scriptIface->setOriginFromTable(-1);
// Call action
luaL_checktype(L, -1, LUA_TTABLE);
lua_getfield(L, -1, "action");
luaL_checktype(L, -1, LUA_TFUNCTION);
lua_remove(L, -2); // Remove registered_abms[m_id]
push_v3s16(L, p);
pushnode(L, n, env->getGameDef()->ndef());
lua_pushnumber(L, active_object_count);
lua_pushnumber(L, active_object_count_wider);
int result = lua_pcall(L, 4, 0, errorhandler);
if (result)
scriptIface->scriptError(result, "LuaABM::trigger");
lua_pop(L, 1); // Pop error handler
}
示例15: ftl_open
void ftl_open(void)
{
// debugging example 1 - use breakpoint statement!
/* *(UINT32*)0xFFFFFFFE = 10; */
/* UINT32 volatile g_break = 0; */
/* while (g_break == 0); */
led(0);
sanity_check();
//----------------------------------------
// read scan lists from NAND flash
// and build bitmap of bad blocks
//----------------------------------------
build_bad_blk_list();
//----------------------------------------
// If necessary, do low-level format
// format() should be called after loading scan lists, because format() calls is_bad_block().
//----------------------------------------
/* if (check_format_mark() == FALSE) */
if (TRUE)
{
uart_print("do format");
format();
uart_print("end format");
}
// load FTL metadata
else
{
load_metadata();
}
g_ftl_read_buf_id = 0;
g_ftl_write_buf_id = 0;
// This example FTL can handle runtime bad block interrupts and read fail (uncorrectable bit errors) interrupts
flash_clear_irq();
SETREG(INTR_MASK, FIRQ_DATA_CORRUPT | FIRQ_BADBLK_L | FIRQ_BADBLK_H);
SETREG(FCONF_PAUSE, FIRQ_DATA_CORRUPT | FIRQ_BADBLK_L | FIRQ_BADBLK_H);
enable_irq();
}