Merge pull request #12402 from lioncash/shadow

AchievementManager: Resolve -Wshadow warnings
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Tilka 2023-12-12 21:42:21 +00:00 committed by GitHub
commit 995eb779fa
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@ -183,11 +183,6 @@ void AchievementManager::HashGame(const DiscIO::Volume* volume, const ResponseCa
return;
}
m_system = &Core::System::GetInstance();
struct FilereaderState
{
int64_t position = 0;
std::unique_ptr<DiscIO::Volume> volume;
};
m_queue.EmplaceItem([this, callback] {
Hash new_hash;
{
@ -480,19 +475,22 @@ void AchievementManager::FetchBadges()
for (size_t index = 0; index < num_achievements; index++)
{
std::lock_guard lg{m_lock};
// In case the number of achievements changes since the loop started; I just don't want
// to lock for the ENTIRE loop so instead I reclaim the lock each cycle
if (num_achievements != m_game_data.num_achievements)
break;
rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
std::string name_to_fetch(achievement.badge_name);
const UnlockStatus& unlock_status = m_unlock_map[achievement.id];
if (unlock_status.unlocked_badge.name != name_to_fetch)
const auto& initial_achievement = m_game_data.achievements[index];
const std::string badge_name_to_fetch(initial_achievement.badge_name);
const UnlockStatus& unlock_status = m_unlock_map[initial_achievement.id];
if (unlock_status.unlocked_badge.name != badge_name_to_fetch)
{
m_image_queue.EmplaceItem([this, index] {
std::string current_name, name_to_fetch;
{
std::lock_guard lg{m_lock};
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(
@ -501,8 +499,8 @@ void AchievementManager::FetchBadges()
index);
return;
}
rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
auto unlock_itr = m_unlock_map.find(achievement.id);
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(
@ -523,7 +521,7 @@ void AchievementManager::FetchBadges()
{
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded unlocked achievement badge id {}.",
name_to_fetch);
std::lock_guard lg{m_lock};
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(ACHIEVEMENTS,
@ -531,8 +529,8 @@ void AchievementManager::FetchBadges()
index);
return;
}
rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
auto unlock_itr = m_unlock_map.find(achievement.id);
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(ACHIEVEMENTS,
@ -559,12 +557,12 @@ void AchievementManager::FetchBadges()
m_update_callback();
});
}
if (unlock_status.locked_badge.name != name_to_fetch)
if (unlock_status.locked_badge.name != badge_name_to_fetch)
{
m_image_queue.EmplaceItem([this, index] {
std::string current_name, name_to_fetch;
{
std::lock_guard lg{m_lock};
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(
@ -573,8 +571,8 @@ void AchievementManager::FetchBadges()
index);
return;
}
rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
auto unlock_itr = m_unlock_map.find(achievement.id);
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(
@ -594,7 +592,7 @@ void AchievementManager::FetchBadges()
{
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded locked achievement badge id {}.",
name_to_fetch);
std::lock_guard lg{m_lock};
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(ACHIEVEMENTS,
@ -602,8 +600,8 @@ void AchievementManager::FetchBadges()
index);
return;
}
rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
auto unlock_itr = m_unlock_map.find(achievement.id);
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(ACHIEVEMENTS,