GetServerInfo
function once, as it should not change within a call of the CGameClient::OnNewSnapshot
function.
1. rm -Force build
2. mkdir build
3. cd build
4. cmake ..
5. cmake --build . -j
6. cd debug
7. mv .\steam_api.dll .\DDNet.exe ..
I think there is a lot of "unnecessary" stuff happening. someone told me a better way to build, although I forgot. Can someone maybe point out a better way to build? (edited)/build
?1. rm -Force build
2. mkdir build
3. cd build
4. cmake ..
5. cmake --build . -j
6. cd debug
7. mv .\steam_api.dll .\DDNet.exe ..
I think there is a lot of "unnecessary" stuff happening. someone told me a better way to build, although I forgot. Can someone maybe point out a better way to build? (edited)cmake --build . -j
works exactly. Does it overwrite changes making the rm
unnecessary?cmake --build . -j
works exactly. Does it overwrite changes making the rm
unnecessary? cmake --build
should only recompile necessary changes. rm
shouldn't be necessary--clean-first
if you want a.. well.. clean rebuildcmake --clean-first --build . -j
or
cmake --clean-first
, cmake --build . -j
(edited)cmake ..
and cmake --build . -j
-j
shouldn't be necessary either btwninja
for building?ninja
does the correct thingmake
: switch to ninja. it's faster)cmake .. -GNinja
)-j
. maybe it's necessary therespectate_free_view
and spectate_recent
to the Spectate-Mode
spectate_free_view
: changes to Free View
spectate_recent
: Spectates the most recently spectated player (edited)spectate_free_view
and spectate_recent
to the Spectate-Mode
spectate_free_view
: changes to Free View
spectate_recent
: Spectates the most recently spectated player (edited)spectate -1
for Free Viewspectate_recent
. When I spectate someone else, I often want to check out parts of the map in free view, then switch back to spectating that particular player#[derive(Debug, Clone, PartialEq)]
pub struct ExprStruct {
name: String,
fields: BTreeMap<String, Expr>,
}
impl IntoIterator for ExprStruct {
type Item = (String, Expr);
type IntoIter = <BTreeMap<String, Expr> as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.fields.into_iter()
}
}
is this a cursed way to implement .into_iter()
or is it ok?#[derive(Debug, Clone, PartialEq)]
pub struct ExprStruct {
name: String,
fields: BTreeMap<String, Expr>,
}
impl IntoIterator for ExprStruct {
type Item = (String, Expr);
type IntoIter = <BTreeMap<String, Expr> as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.fields.into_iter()
}
}
is this a cursed way to implement .into_iter()
or is it ok? <BTreeMap<String, Expr> as IntoIterator>::IntoIter
part, maybe it's bad ¯\_(ツ)_/¯<BTreeMap<String, Expr> as IntoIterator>::IntoIter
part, maybe it's bad ¯\_(ツ)_/¯ btree_map::IntoIter<String, Expr>
btree_map::IntoIter<String, Expr>
#[derive(Debug, Clone, PartialEq)]
pub struct ExprStruct {
name: String,
fields: BTreeMap<String, Expr>,
}
impl IntoIterator for ExprStruct {
type Item = (String, Expr);
type IntoIter = <BTreeMap<String, Expr> as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.fields.into_iter()
}
}
is this a cursed way to implement .into_iter()
or is it ok? #access
for vec, i need a very special case... access by index is ofc almost instant