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refactor: begin unglobbing std::vector
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@@ -169,10 +169,10 @@ int DQRNetworkManager::GetFriendsThreadProc()
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// Get party views for each of the user party associations that we have. These seem to be able to (individually) raise errors, so
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// accumulate results into 2 matched vectors declared below so that we can ignore any broken UserPartyAssociations from now
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vector<WXM::PartyView^> partyViewVector;
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vector<WXM::UserPartyAssociation^> partyResultsVector;
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std::vector<WXM::PartyView^> partyViewVector;
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std::vector<WXM::UserPartyAssociation^> partyResultsVector;
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vector<task<void>> taskVector;
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std::vector<task<void>> taskVector;
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for each(WXM::UserPartyAssociation^ remoteParty in partyResults)
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{
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auto asyncOp = WXM::Party::GetPartyViewByPartyIdAsync( primaryUser, remoteParty->PartyId );
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@@ -210,8 +210,8 @@ int DQRNetworkManager::GetFriendsThreadProc()
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}
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// Filter the party view, and party results vector (partyResultsVector) this is matched to, to remove any that don't have game sessions - or game sessions that aren't this game
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vector<WXM::PartyView^> partyViewVectorFiltered;
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vector<WXM::UserPartyAssociation^> partyResultsFiltered;
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std::vector<WXM::PartyView^> partyViewVectorFiltered;
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std::vector<WXM::UserPartyAssociation^> partyResultsFiltered;
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for( int i = 0; i < partyViewVector.size(); i++ )
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{
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@@ -237,9 +237,9 @@ int DQRNetworkManager::GetFriendsThreadProc()
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//
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// and, from the party views, we can now attempt to get game sessions
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vector<MXSM::MultiplayerSession^> sessionVector;
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vector<WXM::PartyView^> partyViewVectorValid;
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vector<WXM::UserPartyAssociation^> partyResultsValid;
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std::vector<MXSM::MultiplayerSession^> sessionVector;
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std::vector<WXM::PartyView^> partyViewVectorValid;
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std::vector<WXM::UserPartyAssociation^> partyResultsValid;
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for( int i = 0; i < partyViewVectorFiltered.size(); i++ )
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{
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@@ -284,10 +284,10 @@ int DQRNetworkManager::GetFriendsThreadProc()
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// a session won't have any XUIDs to resolve, which would make GetUserProfilesAsync unhappy, so we'll only be creating a task
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// when there are members. Creating new matching arrays for party results and sessions, to match the results (we don't care about the party view anymore)
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vector<task<IVectorView<MXSS::XboxUserProfile^>^>> nameResolveTaskVector;
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vector<IVectorView<MXSS::XboxUserProfile^>^> nameResolveVector;
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vector<MXSM::MultiplayerSession^> newSessionVector;
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vector<WXM::UserPartyAssociation^> newPartyVector;
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std::vector<task<IVectorView<MXSS::XboxUserProfile^>^>> nameResolveTaskVector;
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std::vector<IVectorView<MXSS::XboxUserProfile^>^> nameResolveVector;
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std::vector<MXSM::MultiplayerSession^> newSessionVector;
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std::vector<WXM::UserPartyAssociation^> newPartyVector;
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for( int j = 0; j < sessionVector.size(); j++ )
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{
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@@ -383,7 +383,7 @@ int DQRNetworkManager::GetFriendsThreadProc()
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try
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{
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auto joinTask = when_all(begin(nameResolveTaskVector), end(nameResolveTaskVector) ).then([this, &nameResolveVector](vector<IVectorView<MXSS::XboxUserProfile^>^> results)
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auto joinTask = when_all(begin(nameResolveTaskVector), end(nameResolveTaskVector) ).then([this, &nameResolveVector](std::vector<IVectorView<MXSS::XboxUserProfile^>^> results)
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{
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nameResolveVector = results;
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})
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