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https://github.com/TorqueGameEngines/Torque3D.git
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Rename the memory allocating versions to make prev error less likely
The behavior is different enough that these shouldn't be overloaded with the non-allocating verions. Also makes it more obvious what is going on to the caller.
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d669eb6ee7
commit
fcf52fb5e0
9 changed files with 17 additions and 17 deletions
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@ -186,7 +186,7 @@ void StringBuffer::append(const UTF8* in)
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// convert to UTF16, because that's our internal format.
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// if the conversion fails, exit.
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UTF16* tmp = convertUTF8toUTF16(in);
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UTF16* tmp = createUTF16string(in);
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AssertFatal(tmp, "StringBuffer::append(UTF8) - could not convert UTF8 string!");
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if(!tmp)
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return;
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@ -231,7 +231,7 @@ void StringBuffer::insert(const U32 charOffset, const UTF8* in)
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// convert to UTF16, because that's our internal format.
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// if the conversion fails, exit.
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UTF16* tmp = convertUTF8toUTF16(in);
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UTF16* tmp = createUTF16string(in);
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AssertFatal(tmp, "StringBuffer::insert(UTF8) - could not convert UTF8 string!");
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if(!tmp)
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return;
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@ -377,7 +377,7 @@ UTF8* StringBuffer::createCopy8() const
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incRequestCount8();
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// convert will create a buffer of the appropriate size for a null terminated
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// input string.
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UTF8* out = convertUTF16toUTF8(mBuffer.address());
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UTF8* out = createUTF8string(mBuffer.address());
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return out;
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}
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