style: Add braces to all control flow statements (#6887)

* style: Add braces to all control flow statements

  Standardize code style by adding explicit braces to all single-statement
  control flow blocks (if, else, for, while) across the entire codebase.

  Also documents the InsertBraces clang-format option (requires v15+) for
  future automated enforcement.

* InsertBraces-check-enabled
This commit is contained in:
DawnFire42 2026-05-16 13:19:53 -04:00 committed by GitHub
parent 7153f7d4c1
commit aadee34238
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
173 changed files with 2725 additions and 1461 deletions

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@ -36,8 +36,9 @@ GameEventHandler::GameEventHandler(AbstractGame *_game) : QObject(_game), game(_
void GameEventHandler::sendGameCommand(PendingCommand *pend, int playerId)
{
AbstractClient *client = game->getClientForPlayer(playerId);
if (!client)
if (!client) {
return;
}
connect(pend, &PendingCommand::finished, this, &GameEventHandler::commandFinished);
client->sendCommand(pend);
@ -46,8 +47,9 @@ void GameEventHandler::sendGameCommand(PendingCommand *pend, int playerId)
void GameEventHandler::sendGameCommand(const google::protobuf::Message &command, int playerId)
{
AbstractClient *client = game->getClientForPlayer(playerId);
if (!client)
if (!client) {
return;
}
PendingCommand *pend = prepareGameCommand(command);
connect(pend, &PendingCommand::finished, this, &GameEventHandler::commandFinished);
@ -56,8 +58,9 @@ void GameEventHandler::sendGameCommand(const google::protobuf::Message &command,
void GameEventHandler::commandFinished(const Response &response)
{
if (response.response_code() == Response::RespChatFlood)
if (response.response_code() == Response::RespChatFlood) {
emit gameFlooded();
}
}
PendingCommand *GameEventHandler::prepareGameCommand(const ::google::protobuf::Message &cmd)
@ -117,9 +120,11 @@ void GameEventHandler::processGameEventContainer(const GameEventContainer &cont,
break;
}
} else {
if ((game->getGameState()->getClients().size() > 1) && (playerId != -1))
if (game->getGameState()->getClients().at(playerId) != client)
if ((game->getGameState()->getClients().size() > 1) && (playerId != -1)) {
if (game->getGameState()->getClients().at(playerId) != client) {
continue;
}
}
switch (eventType) {
case GameEvent::GAME_STATE_CHANGED:
@ -284,8 +289,9 @@ void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event
if (event.game_started() && !game->getGameMetaInfo()->started()) {
game->getGameState()->setResuming(!game->getGameState()->isGameStateKnown());
game->getGameMetaInfo()->setStarted(event.game_started());
if (game->getGameState()->isGameStateKnown())
if (game->getGameState()->isGameStateKnown()) {
emit logGameStart();
}
game->getGameState()->setActivePlayer(event.active_player_id());
game->getGameState()->setCurrentPhase(event.active_phase());
} else if (!event.game_started() && game->getGameMetaInfo()->started()) {
@ -305,8 +311,9 @@ void GameEventHandler::processCardAttachmentsForPlayers(const Event_GameStateCha
const ServerInfo_PlayerProperties &prop = playerInfo.properties();
if (!prop.spectator()) {
Player *player = game->getPlayerManager()->getPlayers().value(prop.player_id(), 0);
if (!player)
if (!player) {
continue;
}
player->processCardAttachment(playerInfo);
}
}
@ -317,8 +324,9 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
const GameEventContext &context)
{
Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
if (!player)
if (!player) {
return;
}
const ServerInfo_PlayerProperties &prop = event.player_properties();
emit playerPropertiesChanged(prop, eventPlayerId);
@ -326,8 +334,9 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
switch (contextType) {
case GameEventContext::READY_START: {
bool ready = prop.ready_start();
if (player->getPlayerInfo()->getLocal())
if (player->getPlayerInfo()->getLocal()) {
emit localPlayerReadyStateChanged(player->getPlayerInfo()->getId(), ready);
}
if (ready) {
emit logReadyStart(player);
} else {
@ -339,8 +348,9 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
player->setConceded(true);
QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
while (playerIterator.hasNext())
while (playerIterator.hasNext()) {
playerIterator.next().value()->updateZones();
}
emit logConcede(eventPlayerId);
@ -350,8 +360,9 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
player->setConceded(false);
QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
while (playerIterator.hasNext())
while (playerIterator.hasNext()) {
playerIterator.next().value()->updateZones();
}
emit logUnconcede(eventPlayerId);
@ -389,8 +400,9 @@ void GameEventHandler::eventJoin(const Event_Join &event, int /*eventPlayerId*/,
QString playerName = QString::fromStdString(playerInfo.user_info().name());
emit addPlayerToAutoCompleteList(playerName);
if (game->getPlayerManager()->getPlayers().contains(playerId))
if (game->getPlayerManager()->getPlayers().contains(playerId)) {
return;
}
if (playerInfo.spectator()) {
game->getPlayerManager()->addSpectator(playerId, playerInfo);
@ -426,8 +438,9 @@ QString GameEventHandler::getLeaveReason(Event_Leave::LeaveReason reason)
void GameEventHandler::eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext & /*context*/)
{
Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
if (!player)
if (!player) {
return;
}
player->clear();
emit playerLeft(eventPlayerId);
@ -440,8 +453,9 @@ void GameEventHandler::eventLeave(const Event_Leave &event, int eventPlayerId, c
// Rearrange all remaining zones so that attachment relationship updates take place
QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
while (playerIterator.hasNext())
while (playerIterator.hasNext()) {
playerIterator.next().value()->updateZones();
}
emitUserEvent();
}
@ -461,8 +475,9 @@ void GameEventHandler::eventReverseTurn(const Event_ReverseTurn &event,
const GameEventContext & /*context*/)
{
Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
if (!player)
if (!player) {
return;
}
emit logTurnReversed(player, event.reversed());
}
@ -491,8 +506,9 @@ void GameEventHandler::eventSetActivePlayer(const Event_SetActivePlayer &event,
{
game->getGameState()->setActivePlayer(event.active_player_id());
Player *player = game->getPlayerManager()->getPlayer(event.active_player_id());
if (!player)
if (!player) {
return;
}
emit logActivePlayer(player);
emitUserEvent();
}