redict/src/lolwut5.c
Binbin 0bfccc55e2
Fixed some typos, add a spell check ci and others minor fix (#8890)
This PR adds a spell checker CI action that will fail future PRs if they introduce typos and spelling mistakes.
This spell checker is based on blacklist of common spelling mistakes, so it will not catch everything,
but at least it is also unlikely to cause false positives.

Besides that, the PR also fixes many spelling mistakes and types, not all are a result of the spell checker we use.

Here's a summary of other changes:
1. Scanned the entire source code and fixes all sorts of typos and spelling mistakes (including missing or extra spaces).
2. Outdated function / variable / argument names in comments
3. Fix outdated keyspace masks error log when we check `config.notify-keyspace-events` in loadServerConfigFromString.
4. Trim the white space at the end of line in `module.c`. Check: https://github.com/redis/redis/pull/7751
5. Some outdated https link URLs.
6. Fix some outdated comment. Such as:
    - In README: about the rdb, we used to said create a `thread`, change to `process`
    - dbRandomKey function coment (about the dictGetRandomKey, change to dictGetFairRandomKey)
    - notifyKeyspaceEvent fucntion comment (add type arg)
    - Some others minor fix in comment (Most of them are incorrectly quoted by variable names)
7. Modified the error log so that users can easily distinguish between TCP and TLS in `changeBindAddr`
2021-06-10 15:39:33 +03:00

178 lines
7.3 KiB
C

/*
* Copyright (c) 2018, Salvatore Sanfilippo <antirez at gmail dot com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Redis nor the names of its contributors may be used
* to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* ----------------------------------------------------------------------------
*
* This file implements the LOLWUT command. The command should do something
* fun and interesting, and should be replaced by a new implementation at
* each new version of Redis.
*/
#include "server.h"
#include "lolwut.h"
#include <math.h>
/* Translate a group of 8 pixels (2x4 vertical rectangle) to the corresponding
* braille character. The byte should correspond to the pixels arranged as
* follows, where 0 is the least significant bit, and 7 the most significant
* bit:
*
* 0 3
* 1 4
* 2 5
* 6 7
*
* The corresponding utf8 encoded character is set into the three bytes
* pointed by 'output'.
*/
#include <stdio.h>
void lwTranslatePixelsGroup(int byte, char *output) {
int code = 0x2800 + byte;
/* Convert to unicode. This is in the U0800-UFFFF range, so we need to
* emit it like this in three bytes:
* 1110xxxx 10xxxxxx 10xxxxxx. */
output[0] = 0xE0 | (code >> 12); /* 1110-xxxx */
output[1] = 0x80 | ((code >> 6) & 0x3F); /* 10-xxxxxx */
output[2] = 0x80 | (code & 0x3F); /* 10-xxxxxx */
}
/* Schotter, the output of LOLWUT of Redis 5, is a computer graphic art piece
* generated by Georg Nees in the 60s. It explores the relationship between
* caos and order.
*
* The function creates the canvas itself, depending on the columns available
* in the output display and the number of squares per row and per column
* requested by the caller. */
lwCanvas *lwDrawSchotter(int console_cols, int squares_per_row, int squares_per_col) {
/* Calculate the canvas size. */
int canvas_width = console_cols*2;
int padding = canvas_width > 4 ? 2 : 0;
float square_side = (float)(canvas_width-padding*2) / squares_per_row;
int canvas_height = square_side * squares_per_col + padding*2;
lwCanvas *canvas = lwCreateCanvas(canvas_width, canvas_height, 0);
for (int y = 0; y < squares_per_col; y++) {
for (int x = 0; x < squares_per_row; x++) {
int sx = x * square_side + square_side/2 + padding;
int sy = y * square_side + square_side/2 + padding;
/* Rotate and translate randomly as we go down to lower
* rows. */
float angle = 0;
if (y > 1) {
float r1 = (float)rand() / (float) RAND_MAX / squares_per_col * y;
float r2 = (float)rand() / (float) RAND_MAX / squares_per_col * y;
float r3 = (float)rand() / (float) RAND_MAX / squares_per_col * y;
if (rand() % 2) r1 = -r1;
if (rand() % 2) r2 = -r2;
if (rand() % 2) r3 = -r3;
angle = r1;
sx += r2*square_side/3;
sy += r3*square_side/3;
}
lwDrawSquare(canvas,sx,sy,square_side,angle,1);
}
}
return canvas;
}
/* Converts the canvas to an SDS string representing the UTF8 characters to
* print to the terminal in order to obtain a graphical representation of the
* logical canvas. The actual returned string will require a terminal that is
* width/2 large and height/4 tall in order to hold the whole image without
* overflowing or scrolling, since each Barille character is 2x4. */
static sds renderCanvas(lwCanvas *canvas) {
sds text = sdsempty();
for (int y = 0; y < canvas->height; y += 4) {
for (int x = 0; x < canvas->width; x += 2) {
/* We need to emit groups of 8 bits according to a specific
* arrangement. See lwTranslatePixelsGroup() for more info. */
int byte = 0;
if (lwGetPixel(canvas,x,y)) byte |= (1<<0);
if (lwGetPixel(canvas,x,y+1)) byte |= (1<<1);
if (lwGetPixel(canvas,x,y+2)) byte |= (1<<2);
if (lwGetPixel(canvas,x+1,y)) byte |= (1<<3);
if (lwGetPixel(canvas,x+1,y+1)) byte |= (1<<4);
if (lwGetPixel(canvas,x+1,y+2)) byte |= (1<<5);
if (lwGetPixel(canvas,x,y+3)) byte |= (1<<6);
if (lwGetPixel(canvas,x+1,y+3)) byte |= (1<<7);
char unicode[3];
lwTranslatePixelsGroup(byte,unicode);
text = sdscatlen(text,unicode,3);
}
if (y != canvas->height-1) text = sdscatlen(text,"\n",1);
}
return text;
}
/* The LOLWUT command:
*
* LOLWUT [terminal columns] [squares-per-row] [squares-per-col]
*
* By default the command uses 66 columns, 8 squares per row, 12 squares
* per column.
*/
void lolwut5Command(client *c) {
long cols = 66;
long squares_per_row = 8;
long squares_per_col = 12;
/* Parse the optional arguments if any. */
if (c->argc > 1 &&
getLongFromObjectOrReply(c,c->argv[1],&cols,NULL) != C_OK)
return;
if (c->argc > 2 &&
getLongFromObjectOrReply(c,c->argv[2],&squares_per_row,NULL) != C_OK)
return;
if (c->argc > 3 &&
getLongFromObjectOrReply(c,c->argv[3],&squares_per_col,NULL) != C_OK)
return;
/* Limits. We want LOLWUT to be always reasonably fast and cheap to execute
* so we have maximum number of columns, rows, and output resolution. */
if (cols < 1) cols = 1;
if (cols > 1000) cols = 1000;
if (squares_per_row < 1) squares_per_row = 1;
if (squares_per_row > 200) squares_per_row = 200;
if (squares_per_col < 1) squares_per_col = 1;
if (squares_per_col > 200) squares_per_col = 200;
/* Generate some computer art and reply. */
lwCanvas *canvas = lwDrawSchotter(cols,squares_per_row,squares_per_col);
sds rendered = renderCanvas(canvas);
rendered = sdscat(rendered,
"\nGeorg Nees - schotter, plotter on paper, 1968. Redis ver. ");
rendered = sdscat(rendered,REDIS_VERSION);
rendered = sdscatlen(rendered,"\n",1);
addReplyVerbatim(c,rendered,sdslen(rendered),"txt");
sdsfree(rendered);
lwFreeCanvas(canvas);
}