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https://github.com/TorqueGameEngines/Torque3D.git
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Improvements to console refactor code
- Prevent stack corruption in a few places - Use correct type in printfs - Reduce type conversions in EngineApi & dAto* - Fix compilation on GCC - Tidy up code
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58 changed files with 733 additions and 690 deletions
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@ -21,6 +21,10 @@
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//-----------------------------------------------------------------------------
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#include "component/dynamicConsoleMethodComponent.h"
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#include "console/stringStack.h"
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extern StringStack STR;
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extern ConsoleValueStack CSTK;
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IMPLEMENT_CO_NETOBJECT_V1(DynamicConsoleMethodComponent);
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@ -152,23 +156,42 @@ const char *DynamicConsoleMethodComponent::_callMethod( U32 argc, ConsoleValueRe
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DynamicConsoleMethodComponent *pThisComponent = dynamic_cast<DynamicConsoleMethodComponent*>( pComponent );
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AssertFatal( pThisComponent, "DynamicConsoleMethodComponent::callMethod - Non DynamicConsoleMethodComponent component attempting to callback!");
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// Prevent stack corruption
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STR.pushFrame();
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CSTK.pushFrame();
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// --
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// Only call on first depth components
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// Should isMethod check these calls? [11/22/2006 justind]
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if(pComponent->isEnabled())
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Con::execute( pThisComponent, argc, argv );
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// Prevent stack corruption
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STR.popFrame();
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CSTK.popFrame();
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// --
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// Bail if this was the first element
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//if( nItr == componentList.begin() )
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// break;
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}
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unlockComponentList();
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}
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// Prevent stack corruption
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STR.pushFrame();
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CSTK.pushFrame();
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// --
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// Set Owner Field
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const char* result = "";
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if(callThis)
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result = Con::execute( pThis, argc, argv, true ); // true - exec method onThisOnly, not on DCMCs
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// Prevent stack corruption
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STR.popFrame();
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CSTK.popFrame();
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// --
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return result;
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}
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