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0bfccc55e2
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 Outdated function / variable / argument names in comments 3. Fix outdated keyspace masks error log when we check `config.notify-keyspace-events` in loadServerConfigFromString. 4.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 Some outdated https link URLs. 6. Fix some outdated comment.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`
202 lines
7.9 KiB
C
202 lines
7.9 KiB
C
/*
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* Copyright (c) 2019, Salvatore Sanfilippo <antirez at gmail dot com>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Redis nor the names of its contributors may be used
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* to endorse or promote products derived from this software without
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* specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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* ----------------------------------------------------------------------------
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*
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* This file implements the LOLWUT command. The command should do something
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* fun and interesting, and should be replaced by a new implementation at
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* each new version of Redis.
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*
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* Thanks to Michele Hiki Falcone for the original image that inspired
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* the image, part of his game, Plaguemon.
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*
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* Thanks to the Shhh computer art collective for the help in tuning the
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* output to have a better artistic effect.
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*/
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#include "server.h"
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#include "lolwut.h"
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/* Render the canvas using the four gray levels of the standard color
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* terminal: they match very well to the grayscale display of the gameboy. */
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static sds renderCanvas(lwCanvas *canvas) {
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sds text = sdsempty();
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for (int y = 0; y < canvas->height; y++) {
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for (int x = 0; x < canvas->width; x++) {
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int color = lwGetPixel(canvas,x,y);
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char *ce; /* Color escape sequence. */
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/* Note that we set both the foreground and background color.
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* This way we are able to get a more consistent result among
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* different terminals implementations. */
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switch(color) {
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case 0: ce = "0;30;40m"; break; /* Black */
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case 1: ce = "0;90;100m"; break; /* Gray 1 */
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case 2: ce = "0;37;47m"; break; /* Gray 2 */
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case 3: ce = "0;97;107m"; break; /* White */
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default: ce = "0;30;40m"; break; /* Just for safety. */
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}
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text = sdscatprintf(text,"\033[%s \033[0m",ce);
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}
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if (y != canvas->height-1) text = sdscatlen(text,"\n",1);
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}
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return text;
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}
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/* Draw a skyscraper on the canvas, according to the parameters in the
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* 'skyscraper' structure. Window colors are random and are always one
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* of the two grays. */
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struct skyscraper {
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int xoff; /* X offset. */
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int width; /* Pixels width. */
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int height; /* Pixels height. */
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int windows; /* Draw windows if true. */
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int color; /* Color of the skyscraper. */
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};
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void generateSkyscraper(lwCanvas *canvas, struct skyscraper *si) {
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int starty = canvas->height-1;
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int endy = starty - si->height + 1;
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for (int y = starty; y >= endy; y--) {
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for (int x = si->xoff; x < si->xoff+si->width; x++) {
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/* The roof is four pixels less wide. */
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if (y == endy && (x <= si->xoff+1 || x >= si->xoff+si->width-2))
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continue;
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int color = si->color;
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/* Alter the color if this is a place where we want to
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* draw a window. We check that we are in the inner part of the
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* skyscraper, so that windows are far from the borders. */
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if (si->windows &&
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x > si->xoff+1 &&
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x < si->xoff+si->width-2 &&
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y > endy+1 &&
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y < starty-1)
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{
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/* Calculate the x,y position relative to the start of
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* the window area. */
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int relx = x - (si->xoff+1);
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int rely = y - (endy+1);
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/* Note that we want the windows to be two pixels wide
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* but just one pixel tall, because terminal "pixels"
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* (characters) are not square. */
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if (relx/2 % 2 && rely % 2) {
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do {
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color = 1 + rand() % 2;
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} while (color == si->color);
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/* Except we want adjacent pixels creating the same
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* window to be the same color. */
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if (relx % 2) color = lwGetPixel(canvas,x-1,y);
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}
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}
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lwDrawPixel(canvas,x,y,color);
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}
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}
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}
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/* Generate a skyline inspired by the parallax backgrounds of 8 bit games. */
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void generateSkyline(lwCanvas *canvas) {
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struct skyscraper si;
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/* First draw the background skyscraper without windows, using the
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* two different grays. We use two passes to make sure that the lighter
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* ones are always in the background. */
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for (int color = 2; color >= 1; color--) {
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si.color = color;
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for (int offset = -10; offset < canvas->width;) {
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offset += rand() % 8;
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si.xoff = offset;
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si.width = 10 + rand()%9;
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if (color == 2)
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si.height = canvas->height/2 + rand()%canvas->height/2;
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else
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si.height = canvas->height/2 + rand()%canvas->height/3;
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si.windows = 0;
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generateSkyscraper(canvas, &si);
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if (color == 2)
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offset += si.width/2;
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else
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offset += si.width+1;
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}
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}
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/* Now draw the foreground skyscraper with the windows. */
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si.color = 0;
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for (int offset = -10; offset < canvas->width;) {
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offset += rand() % 8;
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si.xoff = offset;
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si.width = 5 + rand()%14;
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if (si.width % 4) si.width += (si.width % 3);
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si.height = canvas->height/3 + rand()%canvas->height/2;
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si.windows = 1;
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generateSkyscraper(canvas, &si);
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offset += si.width+5;
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}
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}
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/* The LOLWUT 6 command:
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*
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* LOLWUT [columns] [rows]
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*
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* By default the command uses 80 columns, 40 squares per row
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* per column.
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*/
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void lolwut6Command(client *c) {
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long cols = 80;
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long rows = 20;
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/* Parse the optional arguments if any. */
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if (c->argc > 1 &&
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getLongFromObjectOrReply(c,c->argv[1],&cols,NULL) != C_OK)
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return;
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if (c->argc > 2 &&
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getLongFromObjectOrReply(c,c->argv[2],&rows,NULL) != C_OK)
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return;
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/* Limits. We want LOLWUT to be always reasonably fast and cheap to execute
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* so we have maximum number of columns, rows, and output resolution. */
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if (cols < 1) cols = 1;
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if (cols > 1000) cols = 1000;
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if (rows < 1) rows = 1;
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if (rows > 1000) rows = 1000;
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/* Generate the city skyline and reply. */
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lwCanvas *canvas = lwCreateCanvas(cols,rows,3);
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generateSkyline(canvas);
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sds rendered = renderCanvas(canvas);
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rendered = sdscat(rendered,
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"\nDedicated to the 8 bit game developers of past and present.\n"
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"Original 8 bit image from Plaguemon by hikikomori. Redis ver. ");
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rendered = sdscat(rendered,REDIS_VERSION);
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rendered = sdscatlen(rendered,"\n",1);
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addReplyVerbatim(c,rendered,sdslen(rendered),"txt");
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sdsfree(rendered);
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lwFreeCanvas(canvas);
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}
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