Wednesday, September 14, 2011

Living without client

Recently I've written about the possibility to test the features by writing code, that test them. As I've started doing some refactoring in our code, I immediately wanted to use that feature. Let's see how it worked out...

Gathering, once again


As we already mentioned, we are changing (again) the way resources will be gathered. This of course required yet-another-refactor of that part of code. Last time I was doing this, it was rather boring task: refactor script of one facility, start server, login, spawn some of those facilities, spawn myself needed item, use it, check. Rinse and repeat (sometimes you may hot-reload the script, but you need to still test it manually).

This time I decided to write set of test cases for every 'use event' that results in resource being acquired. And then, those tests will check the stuff for me, so that I do not even need to fire up the client. Nifty!

class Plant : IFacility
{
Item@ item;
uint16 resource;
uint batch;

Plant(Item& item, uin16 resource, uint batch)
{
item.SetEvent(ITEM_EVENT_USE_ON_ME, "_UseItem");
item.SetEvent(ITEM_EVENT_SKILL, "_UseSkill");
item.SetEvent(ITEM_EVENT_FINISH, "_Finish");

@this.item = item;
this.batch = batch;
this.resource = resource;
this.batch = batch;
}

int get_Amount() { return item.Val1; }
void set_Amount(int val) { item.Val1 = val; }

bool UseItem(Critter& cr, Item& usedItem)
{
uint pid = usedItem.GetProtoId();
if(pid == PID_KNIFE || pid == PID_COMBAT_KNIFE || pid == PID_LIL_JESUS_WEAPON || pid == PID_THROWING_KNIFE)
{
if(IsOverweighted(cr))
{
cr.SayMsg(SAY_NETMSG, TEXTMSG_GAME, STR_OVERWEIGHT);
return true;
}
else
{
cr.AddItem(resource, batch);
cr.SayMsg(SAY_NETMSG, TEXTMSG_TEXT, text);
}
return true;
}
else return false;
}
}


This is an excerpt from a class that represents plant facility that we may cut with knife to use the needed resources. It's represented in-game as an item, and we are initializing it in item script in following way:
void item_init(Item& item, bool firstTime)
{
AddFacility(item, Plant(item, PID_FIBER, 2));
}

It uses the pattern I've described in following post. The Plant constructor assigns the events to the item:
// critter uses skill on facility
bool _UseSkill(Item& item, Critter& cr, int skill)
{
IFacility@ facility = GetFacility(item);
if(valid(facility)) return facility.UseSkill(cr, skill);
return false;
}
// critter uses item on facility
bool _UseItem(Item& item, Critter& cr, Item@ usedItem)
{
if(valid(usedItem))
{
IFacility@ facility = GetFacility(item);
if(valid(facility)) return facility.UseItem(cr, usedItem);
}
return false;
}
// :>
void _Finish(Item& item, bool deleted)
{
IFacility@ facility = GetFacility(item);
if(valid(facility)) RemoveFacility(item);
}


Testing stuff


First thing we would probably like to test is, whether critter really receives the items if using proper tool on that facility.Let's first prepare a helper that's gonna greatly reduce the amount of repeated code:
void mock_CritterAddItem(Critter& cr, uint16 pid, uint count)
{
CallExpectation("CritterAddItem_" + pid + "_" + count);
}

class Fixture
{
Critter@ cr;
Item@ tool;
Item@ item;

Fixture(uint16 tool, string@ script)
{
@cr = MockCritter(1);
Mock("Critter::AddItem", "mock_CritterAddItem");
@this.tool = MockItem(tool);
@this.item = MockItem(1); // this pid does not matter
item.SetScript(script);
}

IFacility@ get_Facility() { return GetFacility(item); }
}

And now, the first test:
void test_PlantFruitGivesProperResource()
{
Fixture fix(PID_KNIFE, "prod_plant_fiber@item_init");
fix.Facility.Amount = 100;
ExpectOnce("CritterAddItem_" + PID_FIBER + "_" + 2);

fix.item.EventUseOnMe(fix.cr, fix.tool);

VerifyExpectations();
}

The most important part is the mock for Critter::AddItem, which just stores the expectation named in following manner: CritterAddItem_PID_COUNT. In above test function, we're preparing a context consisting of:
  • critter
  • knife
  • item representing the plant
We invoke the event that would be normally invoked when player or npc would use a knife on the plant (EventUseOnMe). The call process normal behavior, but when it encounters call to Critter:AddItem it calls our mock instead. So we expect that our function is gonna call this function with PID_FIBER and 2 as parameters. Looking into the code of Plant::UseItem, we see that indeed it should work. Plant::batch is equal to 2, so it's gonna execute exactly what we wanted. Running the test confirms that. Yay!

Code is already bugged


Oh great:( I'm writing some code snippets that already contain bugs. So what? Let's fix them, but first let's write a test that confirms them, check if it fails, and then fix the bug and re-check the test:
void test_PlantFruitEmpty()
{
Fixture fix(PID_KNIFE, "prod_plant_fiber@item_init");
fix.Facility.Amount = 0;
ExpectNonce("CritterAddItem_" + PID_FIBER);

fix.item.EventSkill(fix.cr, -1);

VerifyExpectations();
}

Since there are gonna be no timeouts on characters, the facilities itself should somehow limit the amount of resources that we can obtain (and they will be regenerated over time). We've already had implemented some Amount property in our Plant class, but the code didn't care about it. And this test proves that - we expect that AddItem is not gonna be called with PID_FIBER (and whatever count) at all, but it is, because we do not check for amount left in UseItem method. Let's fix it:

            // ...
else
{
if(this.Amount > 0)
{
cr.AddItem(resource, batch);
cr.SayMsg(SAY_NETMSG, TEXTMSG_TEXT, text);
}
}
// ...

And let's run the test again. It succeeds! We've fixed a bug, we tested it. Without doing manual labor.

The method I'm describing here, really makes me happy developer, as I do not need to spend time on manual testing, and also I am preparing more and more tests that's gonna test whether existing features are still working in the future (you know, some change in other area of code can really break the other part of code, in an unexpected way, better catch at least some of such bugs).

There is still one bug left in the code (probably much more, I wrote this post without compiler). I'm leaving it for readers to find out and write test code that proves it!

Friday, September 9, 2011

Walking the way of bombs

It isn't exactly news that various towns in the wasteland are racked with the crazy nature of suicide bombers. In real life and in FOnline: 2238. This particular way of entertainment is in almost all cases only entertaining for a very small minority of people and due to this, discussions internally and externally are kind of an unofficial sporting event by now.

Anyway, to make it short: In the future we want to change the way explosives are working and used in the game, to limit (but not totally remove) the amount of suicide runs. To accomplish this, we internally agreed on the following ideas:
  • Guards can "sniff" activated explosives (C4, Dynamite, and placed Landmines).
  • The player can't activate explosives (C4, Dynamite, and placing Landmines) whenever a guard is around or if the player is in guard range. (It simply doesn't work, with an entry in the message log.)
  • The player can activate explosives (C4, Dynamite and placing Landmines on the ground) whenever a guard is not around or if the player is not in guard range.
The few rules should result in harder suicide runs, without making them impossible, because the players action now will be as the following:
  1. The PC has to activate the explosives far away from guard NPCs,
  2. then the PC has to run up to their targets (NCR bazaar....),
  3. and then hopefully explode there before a guard can kill the bomber and take the explosives (disarming them).
These simple changes should make the game better than with the current system (guard NPCs attack players with active explosives), which is pretty much useless, as especially dynamite can be triggered in around one second and nobody is able to react on it this fast.

Of course, the subject is still open for discussion and suggestions in the forum (for example, there were ideas about involving demolition expert profession in this process). Also we aren't quite sure about when exactly we are able to take this over into the game. It probably won't happen before the next wipe, but I'll hope we can push it afterwards.

Tuesday, September 6, 2011

Testing your server scripts

I've finally gotten around the way to unit test FOnline scripts. I'm happy about it, though it's still a prototype, and I've only written few tests just to try it out.

Why test your code and why should we care? Well, it's very popular approach nowadays, to write a code that tests your code, just to be sure everything works as expected (and it's hard to keep track of everything with large codebase). It's common misconception that's not feasible for games, after all, how can you test something as complex as interactive program - and even worse - with multiple players?

The answer is that you're not writing a code to test your whole game. You're not gonna write a bot that plays it, does all the quests and check if everything still works (and even looks for holes in the walls, though that'd actually be cool). You write the code to test only portions of it, the small pieces, the units. Hence the name: unit testing. There's of course lots of materials on it over the internet, so we're not going to dive into the details, I just describe what were the problems, and how we solved it, so that we can finally try unit tests.

Isolating the code


When you look at the code you'd like to test, first thing that come to mind is that it's probably too complex and involves too much dependencies to be easily testable. Let's look at the example:
bool critter_use_item(Critter& cr, Item& item, Critter@ targetCr, Item@ targetItem, Scenery@ targetScen, uint param)
{
bool isPlayer=cr.IsPlayer();
bool useOnSelf=(not valid(targetCr) && not valid(targetItem) && not valid(targetScen))

// Radio
if(FLAG(item.Flags,ITEM_RADIO) && useOnSelf)
{
if(isPlayer) EditRadioSettings(cr,item);
return true;
}
// ...
}

Say we need to test that when player uses the radio item, he can edit its settings. Unfortunately, to invoke critter_use_skill int this context we need:
  • player
  • item
OK, we may easily spawn radio, but how can we spawn player? Scripting subsystem does not allow us to do this. We could just spawn critter, but then we see script cares about IsPlayer() condition. And then, how do we test whether player actually saw the edit radio interface or not? There is that elusive EditRadioSettings function being invoked there, maybe we could somehow detect that it's been called? But how?
Due to above limitations, unit testing your code seems just not feasible. Surely, there must be some solutions, we just need to go out and learn how the world is doing this.

Mocks


The concept is simple. If you need to provide something for the tested code, that's not the part of the test itself but constitutes to the test context, provide a mock. A substitute for real object, a substitute for a function that's gonna allow us to isolate the tested code to the form that may be safely run from within unit test context. As far as above example goes, we would need three mocks:
  • player - Critter object with overriden IsPlayer() method that's returning true (another mock actually), or with fields set in a way that IsPlayer() is returning true
  • an item - Item object with fields telling us it's a radio
  • a function to detect that EditRadioSettings has been called
But we can't do this in AngelScript. Not without any modifications.

Mock library

At first I wanted to write some library that would be able to load the script, compile it and execute test functions providing overriden implementations for functions we wanted to mock. However, the AngelScript engine does not allow to re-register any function, so that once we've got our engine set up, we can't register any mocks. We thought of some workarounds, but after some time I decided to modify the server source directly (its angelscript source, to be precise), I suspected it would be very minor modification - so that maintain costs are minimal in the future (keeping it up to date with every server update).

Tests Runner server

After some fiddling in AngelScript engine code, I found out that I can easily 'redirect' function call to another script function (whether the original call was meant to invoke script function, or native (engine registered) one. Moreover, it turned out that method calls can be simply redirected to function calls (providing the first argument is the object passed), without any extra work! This way call to bool Critter::IsDead() could be handled by bool critter_IsDead(Critter& cr). Nice!
How does it affect our testing capabilities? To put it simply, we ended up with solution that may be used for testing generally, not only for unit tests. Unit tests are designed to test your small pieces of code out there, but hence we are running our tests in full fledged server, we may as well test the system more broadly, we may check how different pieces interact together - whether it works as a whole or not (though I admit, it wasn't my initial goal - I just wanted simple unit testing facility, not integration tests).

But let's get back to the example. Let's start from the last mock we needed, namely, a function substitute for EditRadioSettings. Say, we just want to know, whether the function has been called or not. Let's mock it, and make it so our substitute will indicate that's been called:
void mock_EditRadioSettings()
{
CallExpectation("EditRadioSettings");
}

For above example to work, we need to know what CallExpectation function is doing. It simply increases the call counter, that's stored in some dictionary under the index that's been passed as argument. Later on, we may check that the counter is equal to 1 - that means our function has been called as expected. With such dictionary at hand, we should also define more helpers: Expect(funcname) and VerifyExpectations(). First one is used to remember the fact, that we want the function funcname to be called, and the latter (called at the end of the test), will check it. In fact, we should have the ability to specify the numbers of the call we're expecting:
  • ExpectOnce(funcname) - VerifyExpectations will succeed only if function has been called once
  • Expect(funcname, count) - success only if called count times
  • ExpectNonce(funcname) - success if hasn't been called at all
Once we've got our mock and our helpers ready, we're gonna substitute our real function:
Mock("EditRadioSettings", "mock_EditRadioSettings")

This function will remember that we want to redirect the call to EditRadioSettings to a function mock_EditRadioSettings.

Ok, what about other mocks? We said that we want an item, and a critter with specific properties and/or we may provide mocks for their methods as well. For this I've implemented simple MockCritter and MockItem functions that spawn the needed objects with only basic properties filled, but for the case of this example, let's assume those are just clean objects - with all properties zeroed out, rest will be handled by method mocks:
bool mock_True()
{
return true;
}


And now, our test function (with needed mocks) in full glory:
bool mock_True()
{
return true;
}
void mock_EditRadioSettings()
{
CallExpectation("EditRadioSettings");
}

void IfPlayerUsesRadioEditRadioSettingsShouldBeCalled()
{
// prepare
Critter@ player = MockCritter();
Mock("Critter::IsPlayer", "mock_True");
Item@ radio = MockItem();
radio.Flags = ITEM_RADIO;
Mock("EditRadioSettings", "mock_EditRadioSettings");

// call tested function
critter_use_item(cr, radio, null, null, null, 0);

// verify
VerifyExpectations();
}

Voila! Now, when we call critter_use_item, it will first call Critter::IsPlayer(), which returns true, even if our Critter structure might have not indicated this, but our mock did. Later, it will check the flags (we've set it on our mocked item) and call the EditRadioSettings, which in fact calls mock_EditRadioSettings. This sets our expectations counter to 1, which is then verified by VerifyExpectations. And then it announces success - we've got our first trivial unit test passed!

The solution we've got is in very early stage, I'm gonna try and involve it in some of the 2238 code testing. We will see if it turns out to be useful.

Enough of this mockery for now!

Sunday, August 28, 2011

Server issues

We're having some problems with the server. We hope to solve it today, but there's no guarantee.

Thanks for your patience.

Thursday, August 25, 2011

Faction data - asynchrony

This is gonna be another post from the series on new approach to the faction data storage, and most technical one. It's gonna describe process of creating a native extension for FOnline server application, that will allow communication with external database, in our case, CouchDB. It's already implemented and is being tested, so I guess I can safely write about it.
The endeavour was quite an interesting one with lots of crazy ideas, few dead-ends, but eventually the solution turned out to be nice and clean.

So, for those interested in hacking the guts of server application, extending it to perform things you haven't imagine, let's read!

Data synchronization

First, we need to make brief summary, of what we want to accomplish. It's been described in previous posts, basically, we need a way to synchronize some game data (players properties, variables) with the data stored in CouchDB. As with every communication, there are two directions we may want to communicate:
  • server asks CouchDB for data it needs to synchronize
  • CouchDB tells server that it may want to synchronize
Since we'd rather extend server application, than to write additional tier for CouchDB that would communicate with server, we of course choose the first approach. The data we need to synchronize are:
  • factions
  • players' documents from factions databases
So basically we may need two functions to do this:
  • GetFactions - gets all factions with their properties
  • GetPlayerFile - gets player file stored in certain faction database
Let's focus now on the first one.

Main factions database

Info on our fac tions is going to reside in central database, called factions. This database is going to contain documents for each of the registered faction (for simplicity sake, we're not going to write about registering new faction process). Example document:
{

"_id": "Brotherhood Of Steel",
"id": 2,
"database": "brotherhood_of_steel"
}

The _id field is the unique identifier for the document, so it's also the faction name. The id (without leading underscore) is the number assigned during registration process, and is the number any member of that faction carries on his player character, so that game logic may react appropriately. The database field is the name of the faction database, that reside on the same CouchDB server. It needs to be different than the faction name, cause CouchDB does not allow certain characters in database names.

In-game, our factions are going to be represented by following class:
class Faction

{
int id;
string name;
string database;

Faction(int id, const string& name, const string& database_name)
{
this.id = id;
this.name = name;
this.database = database_name;
}

int get_Id() const { return this.id; }
string get_Name() const { return this.name; }
string get_Database() const { return this.database; }
};

And we're storing the objects of that class in some array. So, the only thing we need, is indeed a GetFactions function, that would just fetch data from factions database and fill up our array.

But before we dive into code, let's pause for a moment. It is external storage, it's http protocol. By no means it's going to be fast. We can't just write an extension function that is going to perform http request and return the results so that we can process them further in scripts. It would block the server during the call for at least few miliseconds, but it could even be few seconds, it depends. We need a way for asynchronous calls.

Asynchronicity

What's that, and why it's not The Police album? The principles of asynchronous calls are very simple. The call is being performed, and the function immediately returns to the place from where it's been called, allowing main thread to resume its job without waiting for function results (while the function that's been called asynchronously is being executed in other thread). Great, but we are interested in those results, so we need a way to operate on them. Traditionally, this issue is being solved by callbacks. To put it simply, you are defining another function, that will be called when our function that has been called asynchronously finishes its execution. Such callback takes what's been returned by the asynchronous function as its argument, and perform whatever logic we wanted to be performed on that result in the first place.

But we're not at home still, let's check it. This is going to be our hypothetical extension function, that is going to perform http requets to CouchDB, and return data for further processing (pseudocode, native):
void AsyncGetFactions(callback)

{
QueueThreadPoolTask(task, callback);
}
void task(callback)
{
string res = CouchDB::Get("factions");
callback(res);
}

This is how asynchronous functions look like. They only queue the task to be performed later on other thread. The function is taking a callback as an argument, performs http GET request, and calls the callback to operate on data. But we want our callback to be AngelScript function, what we may do about it? Common solution in FOnline scripting, is to pass the name of the function as string(pseudocode, AngelScript):
AsyncGetFactions("callback");


void callback(const string& result)
{
// operate on what's been returned. It's JSON, but we're not going to dive into that matter now
}

Familiar? Should be - CreateTimeEvent works this way. We may rework our native extension to something like this:
void AsyncGetFactions(const string& callback)

void AsyncGetFactions(callback)
{
QueueTask(task, callback);
}
void task(callback)
{
string res = CouchDB::Get("factions");
CallAngelScriptFunction(callback, res);
}

The last line uses a function, that would fetch the function from AngelScript engine, knowing its name, and would call it passing our result as argument.

But hey, something is still wrong here. Remember the task is being executed in another thread. Whoops, and a big one. That means our callback function will be executed on that other thread as well, which means simultaneously with whatever other game logic is being executed at that time. This of course may lead to the data corruption, hard to track errors, unexpected behaviour, all that fun. What can we do about it? Traditionally, you may assure that the function that's going to be run in parallel with main code, does not operate on the same variables that the main logic thread does. But that would be very hard to achieve, after all, for our callback we would probably like to reuse whatever code we alredy have in our codebase, and I bet most of it is not thread-safe at all. Is there something that can save our asses in our quest to achieve our goal?

Message passing concurrency

Some clever folks found out, that to avoid problems with multithreaded code, it's best to avoid the code that's simultaneously executed and operates on same set of data - brilliant, isn't it. Instead, it's better to have totally separated units, and only have them communicating between by passing messages to each other.
Notice, that we may safely run our game logic in parallel with CouchDB http request, as those are totally separated. It's when we want to operate on data returned, when we're running into problems. So why not return the data somehow to the server application, and let server logic be the one responsible for reading it and performing the funcionality? That way, the callback logic will be executed by main thread, so no problems here. For that, we need a queue with messages, that we will be using to exchange data between our asynchronous functions, and the server logic. Then we're gonna be able to leave the message (from the other thread), and fetch the message (from main logic thread) to further operate on it (still in main logic thread). That way, the only structure shared between threads will be the queue itself, but it's not a problem to write such thing to be perfectly thread safe:
void PushMessage(msg)

{
lock(messages);
messages.push(msg);
unlock(messages);
}
msg FetchMessage()
{
lock(messages);
msg = messages.pop();
unlock(messages);
return msg;
}

Above pseudocode shows us, how we can synchronize the reads and writes on our queue, to assure that only one thread is accessing them at a time. The way we do it depends on libraries we're gonna use, I do not want to dive into the details here, but the principles are the same:
  • lock puts a lock on some structure
  • unlock takes that lock away from it
  • there may be only one lock at the structure at a given time, so next call to lock (performed from other thread) is going to be blocked and wait till it's being unlocked
That gives us thread-safety for the queue. Let's use it now:

void AsyncGetFactions()

{
QueueThreadPoolTask(task, callback);
}
void task()
{
string res = CouchDB::Get("factions");
// iterate over res content, to send message for every faction contained there
for(...)
PushMessage(new Message(MESSAGE_FACTION, res));
}


And in script:
void UpdateFactions() // we could call it from main@loop() for example

{
AsyncGetFactions();

while(true)
{
Message@ msg = FetchMessage();
if(!valid(msg)) break;

if(msg.type == MESSAGE_FACTION)
ProcessFaction(msg.res);
}
}
void ProcessFaction(string res)
{
// parse our input, determine faction properties, check if already in array
// if not, add it there, otherwise - update
}
Notice, that we're calling AsyncGetFactions in each loop and after that we're fetching all messages. But the messages won't probably arrive at that moment, for that we will have to wait. And, while we are waiting, there is no point in calling AsyncGetFactions over and over again. We need to orchestrate somehow our calls, we can do this with simple boolean switches:

bool GettingFactions = false;


void UpdateFactions()
{
if(!GettingFactions)
AsyncGetFactions();

while(true)
{
Message@ msg = FetchMessage();
if(!valid(msg)) break;

if(msg.type == MESSAGE_FACTION)
ProcessFaction(msg.res);
}
}

It's that simple. But we need a way to notice the game logic about the fact, that our asynchronous extension has finished with getting factions. For this, we will extend it to send yet another message, after all faction messages have been sent:
void task()

{
string res = CouchDB::Get("factions");
// iterate over res content, to send message for every faction contained there
for(...)
PushMessage(new Message(MESSAGE_FACTION, res));
PushMessage(new Message(MESSAGE_GET_FACTIONS_DONE));
}


And then in scripts, we will switch our variable:
void UpdateFactions()

{
if(!GettingFactions)
AsyncGetFactions();

while(true)
{
Message@ msg = FetchMessage();
if(!valid(msg)) break;

if(msg.type == MESSAGE_FACTION)
ProcessFaction(msg.res);
if(msg.type == MESSAGE_GET_FACTIONS_DONE)
GettingFactions = false;
}
}

By setting GettingFactions to false, we're indicating that we are no longer running AsyncGetFactions in the background, so we can safely call it again next time. And our loop is chewing whatever messages arrive there all the time. All in parallel, all in thread-safety.

I hope it was interesting read, maybe not too detailed and with lots of pseudocode, but I did want to show the idea, not the implementation specifics.

Sunday, August 21, 2011

Tremendous bug!

It didn't take you long to find out what was wrong in the solution I presented in http://fonline2238.blogspot.com/2011/08/what-would-be-point-of-having.html. In fact, you were faster than me fixing it, after the bug introduced by it occured on 2238 server.

Let's start from beginning. In first iteration of gathering (called production) back then, we needed a notion of facility that player could use to obtain some resource. A facility could be one item (item pretending to be scenery object actually, it had to be item because of the scripting possibilities), or collection of items. So, a barrel in Modoc was one facility and all the plants somewhere on the crop could be one facility as well. And when the player obtained some resources from it, we needed to apply timeout for it (store it on the item somewhere). Also, we needed even more scripting possibilities - rotgut still for example. Perfect situation to use the wrapping pattern:

interface IFacility

{
bool CheckTimeout();
void Use(Critter& cr);
}
class BarrelFacility : IFacility
{
Item@ barrel;
BarrelFacility(Item& item)
{
this.item = item;
}
bool CheckTimeout()
{
return item.Val1 > __FullSecond;
}
void Use(Critter& cr)
{
if(CheckTimeout())
{
// give junk
item.Val1 = __FullSecond + 60; // 60 seconds of barrel cooldown
}
}
}


Of course above code is simplification, and we needed to wrap the item for other reasons as well - for example having one facility object per many items, but it's not the point of that post to explain all of it.
So, we were adding the BarrelFacility objects in barrel script:
void item_init(Item& item, bool)

{
AddFacility(BarrelFacility(item));
}

And we had that global array of IFacility objects. I didn't implement removal procedure, simply because, all those facilities were in towns and other fixed locations. So, they were destroyed only when server was being shut down, and were created only on server start. Additionaly, because of the fact there was only few of them, and I think I haven't got any unused Item::ValX field, I haven't been storing the index to the array for fast fetch (like I wrote in previous blogpost on that), but I was iterating over whole array to find proper object. It hadn't got big performance impact, but one day we decided we need to change the system: we introduced facilities into encounters. Boom!

Yes, that was it - the IFacility objects were created very often, and never being destroyed. The array was growing and growing, and the fetching procedure was O(n) in complexity instead of O(1). Terrible stuff. When players started to jumping into encounters, after some time the array was so big that every time someone wanted to use facility, the algorithm had to go through thousands of iterations to find proper index in the array. And the appending was quite painful as well - the underlying array object needs to copy all elements on resize, as it does not reserve space up-front.

And that caused a lag. The Lag in fact, it was so big that it had destroyed the fun from early beta days. And we haven't fixed it that fast. To put it simply - I forgot that the objects are never removed, and found that out later... A little embarassing, I know, but now, when looking at it after such amount of time - it's quite funny to recall.

And quite funny story about 2238 development I think.

Wednesday, August 17, 2011

Wrapping a wrap

What would be the point of having developer's blog, if there wouldn't be anything on programming. Oh yeah, that's where the things got hot. This is where it works, this is where it fails.

Since launch of the SDK, probably lots of people started struggling with that fancy scripting language - AngelScript. I remember I did. Experienced some successes, failures, helped finding some bugs, worked my way out through this language, started appreciating it, started even liking it (now I see it was indeed quite a good choice). That's why I think we could from time to time talk about scripting in FOnline SDK, talk about the AngelScript, share some common pitfalls, solutions that worked out good, and even the ones that weren't.

Of course basics of angelscripting is required, there won't be any tutorials whatsoever.

Objects

Blah blah blah, everything you can model in your OO language is an object, yeah, we already know that and it sucks (I'm getting a little bit off topic right here). Ok, it does not suck, in fact we're gonna often rely heavily on that fact, and we're gonna put large part of our logic into objects. And we're gonna tie those objects to the in-game objects (critters, items, scenery, maps, locations).

Say we've got a class for objects that are gonna make us some nice abstraction layer over default item functionality:

class SuperFoo

{
Item@ item;
SuperFoo(Item& item)
{
@this.item = item;
}

void Bar()
{
item.Val0++;
}
}

What's going on here? We wrap an item type in some class, and we're adding some useless code to operate on it? Why the hell would we want it? Well, think about the interface you've just gained and you can use throughout your scripts. You may now call: something.Bar() instead of item.Val0++, which shows what you want to do, and not how are you going to do. That's the difference if you want to write good code. Less imperative, less verbosity, less bugs (yes, I know that example suck, and you would want that for far more reasons - think about having some additional data, that's not stored on the wrapped item, but it's one of the class' fields - it's not saved anywhere, but still may be useful).

Wait, did someone say interface?
interface ISuperFoo

{
void Bar();
}

Oh great, now we've got the interface that allows us to call Bar(). And we don't even know what's called in the implementation class (in fact, we don't care, this is what interfaces are for).

So far so good, but FOnline scripting engine works in a way, that you can attach your functionality to the handlers for default events.

Let's start of course, from creating an object. If we want to attach it to the item, we need to do this in the item_init handler.
void item_init(Item& item, bool firstTime)

{
SuperFoo@ foo = SuperFoo(item);
}

Yeah, whoops. We're gonna loose the reference to the newly created foo object as soon as we leave the function. Unacceptable, we need to store it somewhere.

Object Managers

This is also common solution. If you've got many objects in your program, you need to manage them somehow, store the references to them, maintain their lifetime, give the references(via interaface) to those interested.
We're gonna use basic generic array type for that.

array<superfoo@> Foos;

ISuperFoo@ GetFoo(const Item& item)
{
for(uint i = 0; i < Foos.length(); i++)
{
if(Foos[i].item.Id == item.Id)
return Foos[i];
}
return null;
}
void AddFoo(Item item)
{
Foos.insertLast(SuperFoo(item));
}

Oh what a horrible piece of code we've just made. Yes, we've got our array, and function to add an object for an item (which we can use in item_init) and get the interface of such object for existing item. But there is that horrible loop in GetFoo, we need to scrap that. The best would be, if we could perform fetch with direct index to our array. We can do that, if we're able to store the index, at which our Foo is located in the array. Let's store it in Item::Val1 field:
void AddFoo(Item& item)

{
Foos.insertLast(SuperFoo(item));
item.Val1 = Foos.length() - 1; // here we've got index to our array stored
}
ISuperFoo@ GetFoo(const Item& item)
{
if(item.Val1 < Foos.length())
return Foos[item.Val1];
else
return null;
}

and our item_init will now look like:
void item_init(Item& item, bool)

{
AddFoo(item);
}

So, we're now adding our SuperFoo object every time we call item_init, and we can fetch it in any script module (any module that imports this function of course), by obtaining an interface, that's not coupled in any way to the implementation class, nor coupled to the item object. Nifty.

We can use our interface in following manner:
void item_init(Item& item, bool)

{
AddFoo(item);
item.SetEvent(ITEM_EVENT_USE, "_FooUse");
}
bool _FooUse(Item& item, Critter& crit, Critter@ onCritter, Item@ onItem, Scenery@ onScenery)
{
ISuperFoo@ foo = GetFoo(item);
if(valid(foo)) foo.Bar();
}

The _FooUse function is where this solution shines. We call our method via interface(we may even pass some parameters given to us by the engine), and we do not care of what's going on inside.

Now, there is still something wrong with that solution, first who find out what, gets a candy!