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Event Timeline
Successful build - Chance fights ever on the side of the prudent.
builderr-release-macos.txt /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libsimulation2.a(precompiled.o) has no symbols /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libatlas.a(precompiled.o) has no symbols
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/1499/display/redirect
Wonder if we shouldn't use CStr but likely out of the scope of that patch.
source/tools/atlas/GameInterface/ActorViewer.cpp | ||
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413 ↗ | (On Diff #13423) | Look into ICU provided functions which I believe are better than boost. Anyone can contradict me on this. See the comment about boost likely using icu there Which uses std:: |
Successful build - Chance fights ever on the side of the prudent.
builderr-release-macos.txt /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libsimulation2.a(precompiled.o) has no symbols /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libatlas.a(precompiled.o) has no symbols
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/1500/display/redirect
Successful build - Chance fights ever on the side of the prudent.
builderr-release-macos.txt /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libsimulation2.a(precompiled.o) has no symbols /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libatlas.a(precompiled.o) has no symbols
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/1506/display/redirect
source/simulation2/components/ICmpAttack.cpp | ||
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39 ↗ | (On Diff #13431) | If use std::string above, maybe we need to use std::string here as well? I found usages of CStrW, CStr and std::string as types in components interfaces (std::vector only of std::string). |
Successful build - Chance fights ever on the side of the prudent.
builderr-release-macos.txt /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libsimulation2.a(precompiled.o) has no symbols /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libatlas.a(precompiled.o) has no symbols
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/1509/display/redirect
For what it's worth, javascript uses UTF-16 strings, so it's probably faster to use CStrW when interacting with JS code (fewer conversions). That being said, performance is not the utmost concern here, so using utf-8 strings is probably neater.
The patch looks good to me, but I haven't tested it.
@linkmauve had a suggestion to use only UTF-8 on the C++ side to remove the hell with CStrW and its definition.
I think we need unify and cleanup CStr/CStr/std::string/std::wstring things in future. That patch looks good, and it's definitely good for modders.