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Codechange: Replace SmallVector::Clear() with std::vector::clear()

This commit is contained in:
Henry Wilson
2018-09-20 23:44:14 +01:00
committed by PeterN
parent 4b349c0f90
commit bfd79e59dc
47 changed files with 80 additions and 88 deletions

View File

@@ -164,7 +164,7 @@ public:
for (SocketList::iterator s = sockets.Begin(); s != sockets.End(); s++) {
closesocket(s->second);
}
sockets.Clear();
sockets.clear();
DEBUG(net, 1, "[%s] closed listeners", Tsocket::GetName());
}
};

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@@ -62,7 +62,7 @@ void NetworkUDPSocketHandler::Close()
for (SocketList::iterator s = this->sockets.Begin(); s != this->sockets.End(); s++) {
closesocket(s->second);
}
this->sockets.Clear();
this->sockets.clear();
}
NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection(bool error)

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@@ -981,7 +981,7 @@ void ClientNetworkContentSocketHandler::CheckDependencyState(ContentInfo *ci)
if (c->state != ContentInfo::AUTOSELECTED) continue;
/* Only unselect when WE are the only parent. */
parents.Clear();
parents.clear();
this->ReverseLookupDependency(parents, c);
/* First check whether anything depends on us */
@@ -1000,7 +1000,7 @@ void ClientNetworkContentSocketHandler::CheckDependencyState(ContentInfo *ci)
if (force_selection) continue;
/* "Flood" search to find all items in the dependency graph*/
parents.Clear();
parents.clear();
this->ReverseLookupTreeDependency(parents, c);
/* Is there anything that is "force" selected?, if so... we're done. */
@@ -1033,8 +1033,8 @@ void ClientNetworkContentSocketHandler::Clear()
{
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
this->infos.Clear();
this->requested.Clear();
this->infos.clear();
this->requested.clear();
}
/*** CALLBACK ***/

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@@ -385,7 +385,7 @@ class NetworkContentListWindow : public Window, ContentCallback {
if (!this->content.NeedRebuild()) return;
/* Create temporary array of games to use for listing */
this->content.Clear();
this->content.clear();
bool all_available = true;

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@@ -250,7 +250,7 @@ protected:
if (!this->servers.NeedRebuild()) return;
/* Create temporary array of games to use for listing */
this->servers.Clear();
this->servers.clear();
for (NetworkGameList *ngl = _network_game_list; ngl != NULL; ngl = ngl->next) {
*this->servers.Append() = ngl;

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@@ -668,7 +668,7 @@ void NetworkUDPInitialize()
GetBindAddresses(&server, _settings_client.network.server_port);
_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
server.Clear();
server.clear();
GetBindAddresses(&server, 0);
_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);