git: 5887af366d3d - main - games/endless-sky: fix build with clang 18

From: Dmitry Marakasov <amdmi3_at_FreeBSD.org>
Date: Thu, 28 Mar 2024 20:43:54 UTC
The branch main has been updated by amdmi3:

URL: https://cgit.FreeBSD.org/ports/commit/?id=5887af366d3d0d54d0d8dea3b0ee34ae3104a0d0

commit 5887af366d3d0d54d0d8dea3b0ee34ae3104a0d0
Author:     Dmitry Marakasov <amdmi3@FreeBSD.org>
AuthorDate: 2024-03-28 18:59:27 +0000
Commit:     Dmitry Marakasov <amdmi3@FreeBSD.org>
CommitDate: 2024-03-28 20:16:01 +0000

    games/endless-sky: fix build with clang 18
    
    PR:             278002
    Submitted by:   dim
---
 games/endless-sky/files/patch-source_Audio.cpp | 63 ++++++++++++++++++++++++++
 1 file changed, 63 insertions(+)

diff --git a/games/endless-sky/files/patch-source_Audio.cpp b/games/endless-sky/files/patch-source_Audio.cpp
new file mode 100644
index 000000000000..e89a03aaa292
--- /dev/null
+++ b/games/endless-sky/files/patch-source_Audio.cpp
@@ -0,0 +1,63 @@
+--- source/Audio.cpp.orig	2023-10-21 20:01:54 UTC
++++ source/Audio.cpp
+@@ -82,7 +82,7 @@ namespace {
+ 	// This queue keeps track of sounds that have been requested to play. Each
+ 	// added sound is "deferred" until the next audio position update to make
+ 	// sure that all sounds from a given frame start at the same time.
+-	map<const Sound *, QueueEntry> queue;
++	map<const Sound *, QueueEntry> queue_;
+ 	map<const Sound *, QueueEntry> deferred;
+ 	thread::id mainThreadID;
+ 
+@@ -249,7 +249,7 @@ void Audio::Update(const Point &listenerPosition)
+ 	listener = listenerPosition;
+ 
+ 	for(const auto &it : deferred)
+-		queue[it.first].Add(it.second);
++		queue_[it.first].Add(it.second);
+ 	deferred.clear();
+ }
+ 
+@@ -273,7 +273,7 @@ void Audio::Play(const Sound *sound, const Point &posi
+ 	// Place sounds from the main thread directly into the queue. They are from
+ 	// the UI, and the Engine may not be running right now to call Update().
+ 	if(this_thread::get_id() == mainThreadID)
+-		queue[sound].Add(position - listener);
++		queue_[sound].Add(position - listener);
+ 	else
+ 	{
+ 		unique_lock<mutex> lock(audioMutex);
+@@ -317,12 +317,12 @@ void Audio::Step()
+ 	{
+ 		if(source.GetSound()->IsLooping())
+ 		{
+-			auto it = queue.find(source.GetSound());
+-			if(it != queue.end())
++			auto it = queue_.find(source.GetSound());
++			if(it != queue_.end())
+ 			{
+ 				source.Move(it->second);
+ 				newSources.push_back(source);
+-				queue.erase(it);
++				queue_.erase(it);
+ 			}
+ 			else
+ 			{
+@@ -367,7 +367,7 @@ void Audio::Step()
+ 
+ 	// Now, what is left in the queue is sounds that want to play, and that do
+ 	// not correspond to an existing source.
+-	for(const auto &it : queue)
++	for(const auto &it : queue_)
+ 	{
+ 		// Use a recycled source if possible. Otherwise, create a new one.
+ 		unsigned source = 0;
+@@ -396,7 +396,7 @@ void Audio::Step()
+ 		sources.back().Move(it.second);
+ 		alSourcePlay(source);
+ 	}
+-	queue.clear();
++	queue_.clear();
+ 
+ 	// Queue up new buffers for the music, if necessary.
+ 	int buffersDone = 0;