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Userland: Use allocation-failure safe functions where it's easy
I went through all callers of adopt_own() and replaced them with try_make<>() if possible or adopt_nonnull_own_or_enomem() else in cases where it was easy (i.e. in functions already returning ErrorOr). No intended behavior change.
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4 changed files with 7 additions and 7 deletions
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@ -24,7 +24,7 @@ ErrorOr<NonnullOwnPtr<ProjectConfig>> ProjectConfig::try_load_project_config(Dep
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if (!json.is_object())
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return Error::from_string_literal("The topmost JSON element is not an object");
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return adopt_own(*new ProjectConfig(json.as_object()));
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return try_make<ProjectConfig>(json.as_object());
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}
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NonnullOwnPtr<ProjectConfig> ProjectConfig::create_empty()
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@ -334,13 +334,13 @@ ErrorOr<NonnullOwnPtr<Profile>> Profile::load_from_perfcore_file(StringView path
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.executable = executable,
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};
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auto sampled_process = adopt_own(*new Process {
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auto sampled_process = TRY(adopt_nonnull_own_or_enomem(new (nothrow) Process {
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.pid = event.pid,
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.executable = executable,
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.basename = LexicalPath::basename(executable),
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.start_valid = event.serial,
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.end_valid = {},
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});
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}));
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current_processes.set(sampled_process->pid, sampled_process);
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all_processes.append(move(sampled_process));
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@ -356,13 +356,13 @@ ErrorOr<NonnullOwnPtr<Profile>> Profile::load_from_perfcore_file(StringView path
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current_processes.remove(event.pid);
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auto sampled_process = adopt_own(*new Process {
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auto sampled_process = TRY(adopt_nonnull_own_or_enomem(new (nothrow) Process {
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.pid = event.pid,
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.executable = executable,
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.basename = LexicalPath::basename(executable),
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.start_valid = event.serial,
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.end_valid = {},
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});
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}));
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current_processes.set(sampled_process->pid, sampled_process);
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all_processes.append(move(sampled_process));
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@ -12,7 +12,7 @@ ErrorOr<NonnullOwnPtr<ObjectFile>> Compiler::compile(Vector<String> const&)
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{
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// FIXME: implement this function
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m_messages = {};
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return adopt_own(*new ObjectFile());
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return try_make<ObjectFile>();
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}
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}
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@ -26,7 +26,7 @@ ErrorOr<NonnullOwnPtr<LinkedShader>> Linker::link(Vector<ObjectFile const*> cons
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};
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TRY(shader.instructions.try_append(instruction));
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return adopt_own(*new LinkedShader(shader));
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return try_make<LinkedShader>(shader);
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}
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}
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