The previous approach could leave behind uninitialized fields on
platforms which have additional fields in this structure (e.g. padding
fields on musl libc).
The format is quite simply the type index followed by the type in its
own native encoding; just implementing the receive side with static
typing is a bit convoluted. The only limitation of this implementation
is that the variant type has to contain an Empty somewhere as it is not
default constructible otherwise.
Co-authored-by: Ali Mohammad Pur <mpfard@serenityos.org>
If a developer built cmake (or we built it for them) from source, make
sure that port builds can find that version of CMake that has the
SerenityOS platform files included.
Since we upstreamed CMake support for Serenity, we can use the Platform
files from upstream instead of keeping our local copy. While not added
in this commit, we can add patching capabilities for the platform files
similar to what we do for gdb, llvm, gcc, and binutils later.
Prior to this change when using CloneTool on a transparent background
the output was a solid black brush stroke. Now it is based on the
source content alpha as well as it's color blended with the target.
This commit teaches BindingsGenerator to generate depfiles, which can be
used by CMake to ensure that bindings are properly regenerated when
imported IDL files change.
Two new options, `--depfile` and `--depfile-target` are added.
- `--depfile` sets the path for the dependency file.
- `--depfile-target` lets us set a target name different than the output
file in the depfile. This option is needed because generated files are
first written to a temporary file, but depfiles have to refer to the
final location.
These are analogous to GCC's `-MF` and `-MT` options respectively. The
depfile's syntax matches the ones generated by GCC.
Note: This changes the minimal required CMake version to 3.20 if the
Make generator is used, and to 3.21 for the Xcode generator. Ninja is
not affected.
When scanning for network adapters, we give each driver a chance to
claim the PCI device and whoever claims it first gets to keep it.
Before this patch, the driver API returned a LockRefPtr<AdapterType>,
which made it impossible to propagate errors that occurred during
detection and/or initialization.
This patch changes the API so that errors can bubble all the way out
the PCI enumeration in NetworkingManagement::initialize() where we
perform all the network adapter auto-detection on boot.
When we eventually start to support hot-plugging network adapter in the
future, it will be even more important to propagate errors instead of
swallowing them.
Importantly, before this patch, some errors were "handled" by panicking
the kernel. This is no longer the case.
7 FIXMEs were killed in the making of this commit. :^)
A couple headers expected names to be in the global namespace, qualify
those names to make sure they're resolved even when the names are not
exported.
One header placed its functions in the global namespace, move those to
the AK namespace to make the concepts resolve.
The idea of reading some amount of data presumably was to check if the
stream is still operable. However, this permanently breaks the request
format, as those 64 bytes are just lost forever.
Instead, just let the request fail instantly for now and think about
making it retry some time in the future. Since `can_read_line` updates
the read buffer beforehand, this should only happen in the rarest of
cases anyways.
After improving the mine field generation method, fields with greater
than 50% mines no longer take too long to generate. So, the mine limit
for a given size can be increased to its maximum possible value.
In reset() function, the icons of labels in the game area were initially
set as mine icon or null. And then, after generation, only the number
icon was set. In the old field generation algorithm, this did not cause
a very visible issue (The displayed mine icons in the game over screen
were from a previously generated game field, which was only slightly
wrong).
However, the newer field generation caused a "no mine icons are shown in
the game over screen" issue. To fix that, the label icon is set to null
initially, and then it is set to a mine or number bitmap.
The existing method was simply using a "randomly generate until it fits
our criteria" method to generate a game field. While this worked OK in
most cases, the run time was increasing seriously in boards whose
mine count / board size ratio was too big.
The new approach simply generates every possible mine location, shuffles
the array and picks its head. This uses more memory (shouldn't be a big
deal since minesweeper boards are generally miniscule) but runs much
quicker. The generation could still use some improvement (regarding
error handling), though :^)
This allows us to either pass a reference, which keeps compatibility
with old code, or to pass a NonnullOwnPtr, which allows us to
comfortably chain streams as usual.
This essentially wraps a `NonnullOwnPtr` or a reference, allowing us to
either have a stream own a dependent stream that it uses or to just hold
a reference if a stream is already owned by somebody else and we just
want to use it temporarily.