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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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@@ -3,8 +3,7 @@
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_TRIGGER_H
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#define _PLAYERBOT_TRIGGER_H
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#pragma once
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#include "Action.h"
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#include "Common.h"
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@@ -15,7 +14,11 @@ class Unit;
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class Trigger : public AiNamedObject
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{
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public:
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Trigger(PlayerbotAI* botAI, std::string const name = "trigger", int32 checkInterval = 1);
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Trigger(
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PlayerbotAI* botAI,
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const std::string name = "trigger",
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int32_t checkInterval = 1
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);
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virtual ~Trigger() {}
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@@ -23,7 +26,7 @@ public:
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virtual void ExternalEvent([[maybe_unused]] std::string const param, [[maybe_unused]] Player* owner = nullptr) {}
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virtual void ExternalEvent([[maybe_unused]] WorldPacket& packet, [[maybe_unused]] Player* owner = nullptr) {}
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virtual bool IsActive() { return false; }
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virtual NextAction** getHandlers() { return nullptr; }
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virtual std::vector<NextAction> getHandlers() { return {}; }
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void Update() {}
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virtual void Reset() {}
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virtual Unit* GetTarget();
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@@ -33,32 +36,49 @@ public:
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bool needCheck(uint32 now);
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protected:
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int32 checkInterval;
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uint32 lastCheckTime;
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int32_t checkInterval;
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uint32_t lastCheckTime;
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};
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class TriggerNode
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{
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public:
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TriggerNode(std::string const name, NextAction** handlers = nullptr)
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: trigger(nullptr), handlers(handlers), name(name)
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{
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} // reorder args - whipowill
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virtual ~TriggerNode() { NextAction::destroy(handlers); }
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TriggerNode(
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const std::string& name,
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std::vector<NextAction> handlers = {}
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) :
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trigger(nullptr),
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handlers(std::move(handlers)),
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name(name)
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{}
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Trigger* getTrigger() { return trigger; }
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void setTrigger(Trigger* trigger) { this->trigger = trigger; }
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std::string const getName() { return name; }
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const std::string getName() { return name; }
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NextAction** getHandlers() { return NextAction::merge(NextAction::clone(handlers), trigger->getHandlers()); }
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std::vector<NextAction> getHandlers()
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{
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std::vector<NextAction> result = this->handlers;
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float getFirstRelevance() { return handlers[0] ? handlers[0]->getRelevance() : -1; }
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if (trigger != nullptr)
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{
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std::vector<NextAction> extra = trigger->getHandlers();
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result.insert(result.end(), extra.begin(), extra.end());
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}
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return result;
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}
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float getFirstRelevance()
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{
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if (this->handlers.size() > 0)
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return this->handlers[0].getRelevance();
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return -1;
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}
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private:
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Trigger* trigger;
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NextAction** handlers;
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std::string const name;
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std::vector<NextAction> handlers;
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const std::string name;
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};
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#endif
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