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synced 2025-04-21 08:01:30 -07:00
Add a game_state argument to decode_ui()
Some games would like a way to check that the parameters in the encoded UI string are consistent with the game parameters. Since this might depend on the current state of the game (this being what changed_state() is for), implement this by adding a game_state parameter to decode_ui(). Nothing currently uses it, though Guess usefully could.
This commit is contained in:
@ -511,7 +511,8 @@ static char *encode_ui(const game_ui *ui)
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return dupstr(buf);
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return dupstr(buf);
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}
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}
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static void decode_ui(game_ui *ui, const char *encoding)
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static void decode_ui(game_ui *ui, const char *encoding,
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const game_state *state)
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{
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{
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sscanf(encoding, "E%d", &ui->errors);
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sscanf(encoding, "E%d", &ui->errors);
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}
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}
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@ -890,14 +890,17 @@ this function it can just set the pointer to \cw{NULL}.
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\S{backend-decode-ui} \cw{decode_ui()}
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\S{backend-decode-ui} \cw{decode_ui()}
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\c void (*decode_ui)(game_ui *ui, const char *encoding);
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\c void (*decode_ui)(game_ui *ui, const char *encoding,
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\c const game_state *state);
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This function parses a string previously output by \cw{encode_ui()},
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This function parses a string previously output by \cw{encode_ui()},
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and writes the decoded data back into the freshly-created \c{game_ui}
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and writes the decoded data back into the freshly-created \c{game_ui}
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structure provided. If the string is invalid, the function should do
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structure provided. If the string is invalid, the function should do
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the best it can, which might just mean not changing the \c{game_ui}
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the best it can, which might just mean not changing the \c{game_ui}
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structure at all. This might happen if a save file is corrupted, or
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structure at all. This might happen if a save file is corrupted, or
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simply from a newer version that encodes more \c{game_ui} data.
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simply from a newer version that encodes more \c{game_ui} data. The
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current \c{game_state} is provided in case the function needs to
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refer to it for validation.
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Like \cw{encode_ui()}, \cw{decode_ui()} is optional. If a back-end
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Like \cw{encode_ui()}, \cw{decode_ui()} is optional. If a back-end
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doesn't need this function it can just set the pointer to \cw{NULL}.
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doesn't need this function it can just set the pointer to \cw{NULL}.
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3
guess.c
3
guess.c
@ -452,7 +452,8 @@ static char *encode_ui(const game_ui *ui)
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return sresize(ret, p - ret, char);
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return sresize(ret, p - ret, char);
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}
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}
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static void decode_ui(game_ui *ui, const char *encoding)
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static void decode_ui(game_ui *ui, const char *encoding,
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const game_state *state)
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{
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{
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int i;
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int i;
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const char *p = encoding;
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const char *p = encoding;
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@ -1527,7 +1527,8 @@ static char *encode_ui(const game_ui *ui)
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return dupstr(buf);
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return dupstr(buf);
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}
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}
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static void decode_ui(game_ui *ui, const char *encoding)
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static void decode_ui(game_ui *ui, const char *encoding,
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const game_state *state)
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{
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{
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int p = 0;
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int p = 0;
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sscanf(encoding, "D%d%n", &ui->deaths, &p);
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sscanf(encoding, "D%d%n", &ui->deaths, &p);
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3
midend.c
3
midend.c
@ -2542,7 +2542,8 @@ static const char *midend_deserialise_internal(
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data.ui = me->ourgame->new_ui(data.states[0].state);
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data.ui = me->ourgame->new_ui(data.states[0].state);
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if (data.uistr && me->ourgame->decode_ui)
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if (data.uistr && me->ourgame->decode_ui)
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me->ourgame->decode_ui(data.ui, data.uistr);
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me->ourgame->decode_ui(data.ui, data.uistr,
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data.states[data.statepos-1].state);
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/*
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/*
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* Run the externally provided check function, and abort if it
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* Run the externally provided check function, and abort if it
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3
mines.c
3
mines.c
@ -2413,7 +2413,8 @@ static char *encode_ui(const game_ui *ui)
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return dupstr(buf);
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return dupstr(buf);
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}
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}
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static void decode_ui(game_ui *ui, const char *encoding)
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static void decode_ui(game_ui *ui, const char *encoding,
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const game_state *state)
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{
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{
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int p= 0;
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int p= 0;
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sscanf(encoding, "D%d%n", &ui->deaths, &p);
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sscanf(encoding, "D%d%n", &ui->deaths, &p);
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3
net.c
3
net.c
@ -2041,7 +2041,8 @@ static char *encode_ui(const game_ui *ui)
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return dupstr(buf);
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return dupstr(buf);
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}
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}
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static void decode_ui(game_ui *ui, const char *encoding)
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static void decode_ui(game_ui *ui, const char *encoding,
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const game_state *state)
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{
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{
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sscanf(encoding, "O%d,%d;C%d,%d",
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sscanf(encoding, "O%d,%d;C%d,%d",
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&ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
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&ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
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@ -664,7 +664,8 @@ struct game {
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game_ui *(*new_ui)(const game_state *state);
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game_ui *(*new_ui)(const game_state *state);
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void (*free_ui)(game_ui *ui);
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void (*free_ui)(game_ui *ui);
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char *(*encode_ui)(const game_ui *ui);
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char *(*encode_ui)(const game_ui *ui);
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void (*decode_ui)(game_ui *ui, const char *encoding);
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void (*decode_ui)(game_ui *ui, const char *encoding,
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const game_state *state);
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key_label *(*request_keys)(const game_params *params, int *nkeys);
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key_label *(*request_keys)(const game_params *params, int *nkeys);
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void (*changed_state)(game_ui *ui, const game_state *oldstate,
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void (*changed_state)(game_ui *ui, const game_state *oldstate,
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const game_state *newstate);
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const game_state *newstate);
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