use make_shared where appropriate

This commit is contained in:
Martin Michelsen
2023-11-30 10:24:27 -08:00
parent c833b575e4
commit 956e890ad6
33 changed files with 279 additions and 305 deletions
+8 -8
View File
@@ -75,32 +75,32 @@ Server::~Server() noexcept(false) {
}
void Server::init() {
this->map_and_rules.reset(new MapAndRulesState());
this->map_and_rules = make_shared<MapAndRulesState>();
this->num_clients_present = 0;
this->overlay_state.clear();
for (size_t z = 0; z < 4; z++) {
this->presence_entries[z].clear();
this->deck_entries[z].reset(new DeckEntry());
this->deck_entries[z] = make_shared<DeckEntry>();
this->name_entries[z].clear();
this->name_entries_valid[z] = false;
}
this->card_special.reset(new CardSpecial(this->shared_from_this()));
this->card_special = make_shared<CardSpecial>(this->shared_from_this());
// Note: The original implementation calls the default PSOV2Encryption
// constructor for random_crypt, which just uses 0 as the seed. It then
// re-seeds the generator later. We instead expect the caller to provide a
// seeded generator, and we don't re-seed it at all.
// this->random_crypt.reset(new PSOV2Encryption(0));
// this->random_crypt = make_shared<PSOV2Encryption>(0);
this->state_flags.reset(new StateFlags());
this->state_flags = make_shared<StateFlags>();
this->clear_player_flags_after_dice_phase();
this->update_battle_state_flags_and_send_6xB4x03_if_needed();
this->assist_server.reset(new AssistServer(this->shared_from_this()));
this->ruler_server.reset(new RulerServer(this->shared_from_this()));
this->assist_server = make_shared<AssistServer>(this->shared_from_this());
this->ruler_server = make_shared<RulerServer>(this->shared_from_this());
this->ruler_server->link_objects(this->map_and_rules, this->state_flags, this->assist_server);
this->send_6xB4x46();
@@ -1403,7 +1403,7 @@ void Server::setup_and_start_battle() {
if (!this->check_presence_entry(z)) {
this->name_entries[z].clear();
} else {
this->player_states[z].reset(new PlayerState(z, this->shared_from_this()));
this->player_states[z] = make_shared<PlayerState>(z, this->shared_from_this());
this->player_states[z]->init();
}
}