Renamed some of Get() methods to Find(), read more

From now on, ideally any function with "get" in the name should always
return a valid value. A function with "find" in the name, however, does
the same thing, but may also return an invalid result such as an error
code.
This commit is contained in:
2016-04-03 02:17:02 +11:00
parent 3b24aae422
commit 957458d489
19 changed files with 63 additions and 63 deletions
+5 -5
View File
@@ -130,7 +130,7 @@ void pumpPacket(SerialPacket* const argPacket) {
void pumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance) {
//send this packet to all characters within a certain distance of a point in a room
RoomData* roomData = RoomManager::GetSingleton().Get(roomIndex);
RoomData* roomData = RoomManager::GetSingleton().Find(roomIndex);
if (!roomData) {
throw(std::runtime_error("Failed to pump to a non-existant room"));
@@ -141,15 +141,15 @@ void pumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 p
for (auto& characterIt : *roomData->GetCharacterList()) {
if (distance == -1 || (characterIt->GetOrigin() - position).Length() <= distance) {
accountData = AccountManager::GetSingleton().Get(characterIt->GetOwner());
clientData = ClientManager::GetSingleton().Get(accountData->GetClientIndex());
accountData = AccountManager::GetSingleton().Find(characterIt->GetOwner());
clientData = ClientManager::GetSingleton().Find(accountData->GetClientIndex());
UDPNetworkUtility::GetSingleton().SendTo(clientData->GetAddress(), argPacket);
}
}
}
void copyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
CharacterData* characterData = CharacterManager::GetSingleton().Get(characterIndex);
CharacterData* characterData = CharacterManager::GetSingleton().Find(characterIndex);
if (!characterData) {
throw(std::runtime_error("Failed to copy a character to a packet"));
}
@@ -179,7 +179,7 @@ void copyCreatureToPacket(CreaturePacket* const packet, CreatureData* const crea
void pumpAndChangeRooms(int characterIndex, int newRoomIndex) {
//get the character object
CharacterData* character = CharacterManager::GetSingleton().Get(characterIndex);
CharacterData* character = CharacterManager::GetSingleton().Find(characterIndex);
//pass ownwards
pumpAndChangeRooms(character, newRoomIndex, characterIndex);