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games/endless-sky: fix build with clang 18
PR: 278002 Submitted by: dim
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parent
999d190773
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63
games/endless-sky/files/patch-source_Audio.cpp
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63
games/endless-sky/files/patch-source_Audio.cpp
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@ -0,0 +1,63 @@
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--- source/Audio.cpp.orig 2023-10-21 20:01:54 UTC
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+++ source/Audio.cpp
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@@ -82,7 +82,7 @@ namespace {
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// This queue keeps track of sounds that have been requested to play. Each
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// added sound is "deferred" until the next audio position update to make
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// sure that all sounds from a given frame start at the same time.
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- map<const Sound *, QueueEntry> queue;
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+ map<const Sound *, QueueEntry> queue_;
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map<const Sound *, QueueEntry> deferred;
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thread::id mainThreadID;
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@@ -249,7 +249,7 @@ void Audio::Update(const Point &listenerPosition)
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listener = listenerPosition;
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for(const auto &it : deferred)
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- queue[it.first].Add(it.second);
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+ queue_[it.first].Add(it.second);
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deferred.clear();
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}
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@@ -273,7 +273,7 @@ void Audio::Play(const Sound *sound, const Point &posi
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// Place sounds from the main thread directly into the queue. They are from
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// the UI, and the Engine may not be running right now to call Update().
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if(this_thread::get_id() == mainThreadID)
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- queue[sound].Add(position - listener);
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+ queue_[sound].Add(position - listener);
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else
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{
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unique_lock<mutex> lock(audioMutex);
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@@ -317,12 +317,12 @@ void Audio::Step()
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{
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if(source.GetSound()->IsLooping())
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{
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- auto it = queue.find(source.GetSound());
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- if(it != queue.end())
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+ auto it = queue_.find(source.GetSound());
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+ if(it != queue_.end())
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{
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source.Move(it->second);
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newSources.push_back(source);
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- queue.erase(it);
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+ queue_.erase(it);
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}
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else
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{
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@@ -367,7 +367,7 @@ void Audio::Step()
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// Now, what is left in the queue is sounds that want to play, and that do
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// not correspond to an existing source.
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- for(const auto &it : queue)
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+ for(const auto &it : queue_)
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{
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// Use a recycled source if possible. Otherwise, create a new one.
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unsigned source = 0;
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@@ -396,7 +396,7 @@ void Audio::Step()
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sources.back().Move(it.second);
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alSourcePlay(source);
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}
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- queue.clear();
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+ queue_.clear();
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// Queue up new buffers for the music, if necessary.
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int buffersDone = 0;
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