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NextAction refactoring to eliminate sentinel arrays and pointers (#1923)
<!-- > [!WARNING] > **This is a DRAFT PR.** > The structure is not definitive. The code might not be optimised yet. It might not even start nor compile yet. > **Don't panic. ✋ It's going to be ok. 👌 We can make modifications, we can fix things.** 😁 --> # Description This PR aims to refactor the NextAction declaration to achieve two goals: ## Eliminate C-style sentinel arrays Currently, a double pointer (`NextAction**`) approach is being used. This an old pre-C++11 (< 2011) trick before `std::vector<>` became a thing. This approach is painful for developers because they constantly need to declare their `NextAction` arrays as: ```cpp NextAction::array(0, new NextAction("foo", 1.0f), nullptr) ``` Instead of: ```cpp { new NextAction("foo", 1.0f) } ``` The first argument of `NextAction::array` is actually a hack. It is used to have a named argument so `va_args` can find the remaining arguments. It is set to 0 everywhere but in fact does nothing. This is very confusing to people unfamiliar with this antiquated syntax. The last argument `nullptr` is what we call a sentinel. It's a `nullptr` because `va_args` is looking for a `nullptr` to stop iterating. It's also a hack and also leads to confusion. ## Eliminate unnecessary pointers for `NextAction` Pointers can be used for several reasons, to cite a few: - Indicate strong, absolute identity. - Provide strong but transferable ownership (unlike references). - When a null value is acceptable (`nullptr`). - When copy is expensive. `NextAction` meets none of these criteria: - It has no identity because it is purely behavioural. - It is never owned by anything as it is passed around and never fetched from a registry. - The only situations where it can be `nullptr` are errors that should in fact throw an `std::invalid_argument` instead. - They are extremely small objects that embark a single `std::string` and a single `float`. Pointers should be avoided when not strictly necessary because they can quickly lead to undefined behaviour due to unhandled `nullptr` situations. They also make the syntax heavier due to the necessity to constantly check for `nullptr`. Finally, they aren't even good for performance in that situation because shifting a pointer so many times is likely more expensive than copying such a trivial object. # End goal The end goal is to declare `NextAction` arrays this way: ```cpp { NextAction("foo", 1.0f) } ``` > [!NOTE] > Additional note: `NextAction` is nothing but a hacky proxy to an `Action` constructor. This should eventually be reworked to use handles instead of strings. This would make copying `NextAction` even cheaper and remove the need for the extremely heavy stringly typed current approach. Stringly typed entities are a known anti-pattern so we need to move on from those.
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@@ -258,48 +258,45 @@ ActionNode* Engine::CreateActionNode(std::string const name)
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return node;
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return new ActionNode(name,
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ {},
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/*C*/ {});
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}
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bool Engine::MultiplyAndPush(NextAction** actions, float forceRelevance, bool skipPrerequisites, Event event,
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char const* pushType)
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bool Engine::MultiplyAndPush(
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std::vector<NextAction> actions,
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float forceRelevance,
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bool skipPrerequisites,
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Event event,
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char const* pushType
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)
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{
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bool pushed = false;
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if (actions)
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for (NextAction nextAction : actions)
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{
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for (uint32 j = 0; actions[j]; j++)
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ActionNode* action = this->CreateActionNode(nextAction.getName());
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this->InitializeAction(action);
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float k = nextAction.getRelevance();
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if (forceRelevance > 0.0f)
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{
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if (NextAction* nextAction = actions[j])
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{
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ActionNode* action = CreateActionNode(nextAction->getName());
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InitializeAction(action);
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float k = nextAction->getRelevance();
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if (forceRelevance > 0.0f)
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{
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k = forceRelevance;
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}
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if (k > 0)
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{
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LogAction("PUSH:%s - %f (%s)", action->getName().c_str(), k, pushType);
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queue.Push(new ActionBasket(action, k, skipPrerequisites, event));
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pushed = true;
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}
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else
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{
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delete action;
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}
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delete nextAction;
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}
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else
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break;
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k = forceRelevance;
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}
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delete[] actions;
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if (k > 0)
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{
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this->LogAction("PUSH:%s - %f (%s)", action->getName().c_str(), k, pushType);
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queue.Push(new ActionBasket(action, k, skipPrerequisites, event));
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pushed = true;
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continue;
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}
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delete action;
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}
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return pushed;
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@@ -530,10 +527,10 @@ std::vector<std::string> Engine::GetStrategies()
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void Engine::PushAgain(ActionNode* actionNode, float relevance, Event event)
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{
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NextAction** nextAction = new NextAction*[2];
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nextAction[0] = new NextAction(actionNode->getName(), relevance);
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nextAction[1] = nullptr;
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std::vector<NextAction> nextAction = { NextAction(actionNode->getName(), relevance) };
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MultiplyAndPush(nextAction, relevance, true, event, "again");
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delete actionNode;
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}
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@@ -563,6 +560,13 @@ bool Engine::ListenAndExecute(Action* action, Event event)
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{
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bool actionExecuted = false;
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if (action == nullptr)
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{
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LOG_ERROR("playerbots", "Action is nullptr");
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return actionExecuted;
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}
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if (actionExecutionListeners.Before(action, event))
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{
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actionExecuted = actionExecutionListeners.AllowExecution(action, event) ? action->Execute(event) : true;
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