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bugfix: Modules now cease updating when disabled by non-whitelisted disabled types #2458
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Is this certainly correct?
I would have expected:
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The
getDisabledTypesToProcessfunction returns the disabled statuses that do not block the module's update.For example,
BaseRegenerateUpdate::getDisabledTypesToProcessreturnsDISABLED_UNDERPOWERED. This means the module is allowed to continue performing its repair update even if the player has low power.Similarly,
PoisonedBehaviour::getDisabledTypesToProcessreturnsDISABLEDMASK_ALLbecause nothing should disable the poisoned update. This is highlighted by the accompanying comment "we should still poison disabled things".The function serves as a whitelist of disabled types that do not affect the update of the respective module. Perhaps a better name would be
getAllowedDisabledTypesorgetIgnoredDisabledTypes.There was a problem hiding this comment.
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Ok got it. But why is this condition still correct then?
So what we need to test is:
(dis & ~allowedDisabledTypes) == 0Is
u->getDisabledTypesToProcess().testForAll(dis)equivalent to that? It is so complicated to read. Can we write that easier?Uh oh!
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So after cleaning up BitFlags function and getting a better understanding of what each of these functions do, I think
should be
Can you double check?
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Isn't that the same thing but in reverse? What
u->getDisabledTypesToProcess().testForAll(dis))does is essentially check that all bits set indis(the current status) are also set in the allowed mask. Ifdishas any bits that are not in the allowed mask, thentestForAllreturns false and the update is skipped.There was a problem hiding this comment.
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Right. But then you can omit
!dis.any()as well. It is implicitly true when dis is empty. The first version is somehow much more complicated to understand for me in this context, because it uses the test-against flags as our primary, which requires mental gymnastics.