diff --git a/libraries/entities/src/SimulationOwner.cpp b/libraries/entities/src/SimulationOwner.cpp index 4398582673..af69b7a166 100644 --- a/libraries/entities/src/SimulationOwner.cpp +++ b/libraries/entities/src/SimulationOwner.cpp @@ -16,9 +16,9 @@ #include -const quint8 PENDING_STATE_NOTHING = 0; -const quint8 PENDING_STATE_TAKE = 1; -const quint8 PENDING_STATE_RELEASE = 2; +const uint8_t PENDING_STATE_NOTHING = 0; +const uint8_t PENDING_STATE_TAKE = 1; +const uint8_t PENDING_STATE_RELEASE = 2; // static const int SimulationOwner::NUM_BYTES_ENCODED = NUM_BYTES_RFC4122_UUID + 1; @@ -33,7 +33,7 @@ SimulationOwner::SimulationOwner() : { } -SimulationOwner::SimulationOwner(const QUuid& id, quint8 priority) : +SimulationOwner::SimulationOwner(const QUuid& id, uint8_t priority) : _id(id), _expiry(0), _pendingBidTimestamp(0), @@ -67,11 +67,11 @@ void SimulationOwner::clear() { _pendingState = PENDING_STATE_NOTHING; } -void SimulationOwner::setPriority(quint8 priority) { +void SimulationOwner::setPriority(uint8_t priority) { _priority = priority; } -void SimulationOwner::promotePriority(quint8 priority) { +void SimulationOwner::promotePriority(uint8_t priority) { if (priority > _priority) { _priority = priority; } @@ -89,7 +89,7 @@ bool SimulationOwner::setID(const QUuid& id) { return false; } -bool SimulationOwner::set(const QUuid& id, quint8 priority) { +bool SimulationOwner::set(const QUuid& id, uint8_t priority) { uint8_t oldPriority = _priority; setPriority(priority); return setID(id) || oldPriority != _priority; @@ -101,7 +101,7 @@ bool SimulationOwner::set(const SimulationOwner& owner) { return setID(owner._id) || oldPriority != _priority; } -void SimulationOwner::setPendingPriority(quint8 priority, const quint64& timestamp) { +void SimulationOwner::setPendingPriority(uint8_t priority, const quint64& timestamp) { _pendingBidPriority = priority; _pendingBidTimestamp = timestamp; _pendingState = (_pendingBidPriority == 0) ? PENDING_STATE_RELEASE : PENDING_STATE_TAKE; @@ -142,7 +142,7 @@ void SimulationOwner::test() { { // test set constructor QUuid id = QUuid::createUuid(); - quint8 priority = 128; + uint8_t priority = 128; SimulationOwner simOwner(id, priority); if (simOwner.isNull()) { std::cout << __FILE__ << ":" << __LINE__ << " ERROR : SimulationOwner should NOT be NULL" << std::endl; @@ -164,7 +164,7 @@ void SimulationOwner::test() { { // test set() QUuid id = QUuid::createUuid(); - quint8 priority = 1; + uint8_t priority = 1; SimulationOwner simOwner; simOwner.set(id, priority); if (simOwner.isNull()) { diff --git a/libraries/entities/src/SimulationOwner.h b/libraries/entities/src/SimulationOwner.h index c10bb00fb2..5cfa0b2e1c 100644 --- a/libraries/entities/src/SimulationOwner.h +++ b/libraries/entities/src/SimulationOwner.h @@ -88,17 +88,17 @@ // (15) When an entity is still active but the owner no longer wants to own it, it will drop its priority // to YIELD (=1, less than VOLUNTEER) thereby signalling to other participants to bid for it. // -const quint8 VOLUNTEER_SIMULATION_PRIORITY = 0x01; -const quint8 RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1; +const uint8_t VOLUNTEER_SIMULATION_PRIORITY = 0x01; +const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1; // When poking objects with scripts an observer will bid at SCRIPT_EDIT priority. -const quint8 SCRIPT_GRAB_SIMULATION_PRIORITY = 0x80; -const quint8 SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1; -const quint8 AVATAR_ENTITY_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY + 1; +const uint8_t SCRIPT_GRAB_SIMULATION_PRIORITY = 0x80; +const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1; +const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY + 1; // PERSONAL priority (needs a better name) is the level at which a simulation observer owns its own avatar // which really just means: things that collide with it will be bid at a priority level one lower -const quint8 PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY; +const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY; class SimulationOwner { @@ -106,25 +106,25 @@ public: static const int NUM_BYTES_ENCODED; SimulationOwner(); - SimulationOwner(const QUuid& id, quint8 priority); + SimulationOwner(const QUuid& id, uint8_t priority); const QUuid& getID() const { return _id; } const quint64& getExpiry() const { return _expiry; } - quint8 getPriority() const { return _priority; } + uint8_t getPriority() const { return _priority; } QByteArray toByteArray() const; bool fromByteArray(const QByteArray& data); void clear(); - void setPriority(quint8 priority); - void promotePriority(quint8 priority); + void setPriority(uint8_t priority); + void promotePriority(uint8_t priority); // return true if id is changed bool setID(const QUuid& id); - bool set(const QUuid& id, quint8 priority); + bool set(const QUuid& id, uint8_t priority); bool set(const SimulationOwner& owner); - void setPendingPriority(quint8 priority, const quint64& timestamp); + void setPendingPriority(uint8_t priority, const quint64& timestamp); bool isNull() const { return _id.isNull(); } bool matchesValidID(const QUuid& id) const { return _id == id && !_id.isNull(); } @@ -138,7 +138,7 @@ public: bool pendingTake(const quint64& timestamp); // return true if valid pending TAKE void clearCurrentOwner(); - bool operator>=(quint8 priority) const { return _priority >= priority; } + bool operator>=(uint8_t priority) const { return _priority >= priority; } bool operator==(const SimulationOwner& other) { return (_id == other._id && _priority == other._priority); } bool operator!=(const SimulationOwner& other); @@ -153,9 +153,9 @@ private: QUuid _id; // owner quint64 _expiry; // time when ownership can transition at equal priority quint64 _pendingBidTimestamp; // time when pending bid was set - quint8 _priority; // priority of current owner - quint8 _pendingBidPriority; // priority at which we'd like to own it - quint8 _pendingState; // NOTHING, TAKE, or RELEASE + uint8_t _priority; // priority of current owner + uint8_t _pendingBidPriority; // priority at which we'd like to own it + uint8_t _pendingState; // NOTHING, TAKE, or RELEASE };