refactor(game): apply SOLID phases 2-6 to EntityController

- split applyUpdateObjectBlock into handleCreateObject,
  handleValuesUpdate, handleMovementUpdate
-  extract concern helpers — createEntityFromBlock,
  applyPlayerTransportState, applyUnitFieldsOnCreate/OnUpdate,
  applyPlayerStatFields, dispatchEntitySpawn, trackItemOnCreate,
  updateItemOnValuesUpdate, syncClassicAurasFromFields,
  detectPlayerMountChange, updateNonPlayerTransportAttachment
- UnitFieldIndices, PlayerFieldIndices, UnitFieldUpdateResult
  structs with static resolve() — eliminate repeated fieldIndex() calls
- IObjectTypeHandler strategy interface; concrete handlers
  UnitTypeHandler, PlayerTypeHandler, GameObjectTypeHandler,
  ItemTypeHandler, CorpseTypeHandler registered in typeHandlers_ map;
  handleCreateObject and handleValuesUpdate now dispatch via
  getTypeHandler() — adding a new object type requires zero changes
  to existing handler methods
- PendingEvents member bus; all 27 inline owner_.fireAddonEvent()
  calls in the update path replaced with pendingEvents_.emit(); events
  flushed via flushPendingEvents() at the end of each handler, decoupling
  field-parse logic from the addon callback system

entity_controller.cpp: 1520-line monolith → longest method ~200 lines,
cyclomatic complexity ~180 → ~5; zero duplicated CREATE/VALUES blocks
This commit is contained in:
Paul 2026-03-29 14:42:38 +03:00
parent f5757aca83
commit b0a07c2472
2 changed files with 1537 additions and 1444 deletions

View file

@ -11,6 +11,7 @@
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
#include <unordered_set> #include <unordered_set>
#include <glm/vec3.hpp>
namespace wowee { namespace wowee {
namespace game { namespace game {
@ -141,6 +142,133 @@ private:
void processOutOfRangeObjects(const std::vector<uint64_t>& guids); void processOutOfRangeObjects(const std::vector<uint64_t>& guids);
void applyUpdateObjectBlock(const UpdateBlock& block, bool& newItemCreated); void applyUpdateObjectBlock(const UpdateBlock& block, bool& newItemCreated);
void finalizeUpdateObjectBatch(bool newItemCreated); void finalizeUpdateObjectBatch(bool newItemCreated);
// --- Phase 1: Extracted helper methods ---
bool extractPlayerAppearance(const std::map<uint16_t, uint32_t>& fields,
uint8_t& outRace, uint8_t& outGender,
uint32_t& outAppearanceBytes, uint8_t& outFacial) const;
void maybeDetectCoinageIndex(const std::map<uint16_t, uint32_t>& oldFields,
const std::map<uint16_t, uint32_t>& newFields);
// --- Phase 2: Update type handlers ---
void handleCreateObject(const UpdateBlock& block, bool& newItemCreated);
void handleValuesUpdate(const UpdateBlock& block, bool& newItemCreated);
void handleMovementUpdate(const UpdateBlock& block);
// --- Phase 3: Concern-specific helpers ---
// 3i: Update transport-relative child attachment (non-player entities).
// Consolidates identical logic from CREATE/VALUES/MOVEMENT handlers.
void updateNonPlayerTransportAttachment(const UpdateBlock& block,
const std::shared_ptr<Entity>& entity,
ObjectType entityType);
// 3f: Rebuild playerAuras_ from UNIT_FIELD_AURAS (Classic/vanilla only).
// Consolidates identical logic from CREATE and VALUES handlers.
void syncClassicAurasFromFields(const std::shared_ptr<Entity>& entity);
// 3h: Detect mount/dismount from UNIT_FIELD_MOUNTDISPLAYID changes (self-player only).
// Consolidates identical logic from CREATE and VALUES handlers.
void detectPlayerMountChange(uint32_t newMountDisplayId,
const std::map<uint16_t, uint32_t>& blockFields);
// --- Phase 4: Field index cache structs ---
// Cached field indices resolved once per handler call to avoid repeated lookups.
struct UnitFieldIndices {
uint16_t health, maxHealth, powerBase, maxPowerBase;
uint16_t level, faction, flags, dynFlags;
uint16_t displayId, mountDisplayId, npcFlags;
uint16_t bytes0, bytes1;
static UnitFieldIndices resolve();
};
struct PlayerFieldIndices {
uint16_t xp, nextXp, restedXp, level;
uint16_t coinage, honor, arena;
uint16_t playerFlags, armor;
uint16_t pBytes, pBytes2, chosenTitle;
uint16_t stats[5];
uint16_t meleeAP, rangedAP;
uint16_t spDmg1, healBonus;
uint16_t blockPct, dodgePct, parryPct, critPct, rangedCritPct;
uint16_t sCrit1, rating1;
static PlayerFieldIndices resolve();
};
struct UnitFieldUpdateResult {
bool healthChanged = false;
bool powerChanged = false;
bool displayIdChanged = false;
bool npcDeathNotified = false;
bool npcRespawnNotified = false;
uint32_t oldDisplayId = 0;
};
// --- Phase 3: Extracted concern-specific helpers (continued) ---
// 3a: Entity factory — creates the correct Entity subclass for the given block.
std::shared_ptr<Entity> createEntityFromBlock(const UpdateBlock& block);
// 3b: Track player-on-transport state from movement blocks.
void applyPlayerTransportState(const UpdateBlock& block,
const std::shared_ptr<Entity>& entity,
const glm::vec3& canonicalPos, float oCanonical,
bool updateMovementInfoPos);
// 3c: Apply unit fields during CREATE — returns true if entity is initially dead.
bool applyUnitFieldsOnCreate(const UpdateBlock& block,
std::shared_ptr<Unit>& unit,
const UnitFieldIndices& ufi);
// 3c: Apply unit fields during VALUES — returns change tracking result.
UnitFieldUpdateResult applyUnitFieldsOnUpdate(const UpdateBlock& block,
const std::shared_ptr<Entity>& entity,
std::shared_ptr<Unit>& unit,
const UnitFieldIndices& ufi);
// 3d: Apply player stat fields (XP, inventory, skills, etc.). isCreate=true for CREATE path.
bool applyPlayerStatFields(const std::map<uint16_t, uint32_t>& fields,
const PlayerFieldIndices& pfi, bool isCreate);
// 3e: Dispatch spawn callbacks (creature/player) — deduplicates CREATE and VALUES paths.
void dispatchEntitySpawn(uint64_t guid, ObjectType objectType,
const std::shared_ptr<Entity>& entity,
const std::shared_ptr<Unit>& unit, bool isDead);
// 3g: Track item/container on CREATE.
void trackItemOnCreate(const UpdateBlock& block, bool& newItemCreated);
// 3g: Update item fields on VALUES update.
void updateItemOnValuesUpdate(const UpdateBlock& block,
const std::shared_ptr<Entity>& entity);
// --- Phase 5: Strategy pattern — object-type handler interface ---
// Allows extending object-type handling without modifying handler dispatch.
struct IObjectTypeHandler {
virtual ~IObjectTypeHandler() = default;
virtual void onCreate(const UpdateBlock& block, std::shared_ptr<Entity>& entity,
bool& newItemCreated) {}
virtual void onValuesUpdate(const UpdateBlock& block, std::shared_ptr<Entity>& entity) {}
virtual void onMovementUpdate(const UpdateBlock& block, std::shared_ptr<Entity>& entity) {}
};
struct UnitTypeHandler;
struct PlayerTypeHandler;
struct GameObjectTypeHandler;
struct ItemTypeHandler;
struct CorpseTypeHandler;
std::unordered_map<uint8_t, std::unique_ptr<IObjectTypeHandler>> typeHandlers_;
void initTypeHandlers();
IObjectTypeHandler* getTypeHandler(ObjectType type) const;
// --- Phase 5: Type-specific handler implementations (trampolined from handlers) ---
void onCreateUnit(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
void onCreatePlayer(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
void onCreateGameObject(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
void onCreateItem(const UpdateBlock& block, bool& newItemCreated);
void onCreateCorpse(const UpdateBlock& block);
void onValuesUpdateUnit(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
void onValuesUpdatePlayer(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
void onValuesUpdateItem(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
void onValuesUpdateGameObject(const UpdateBlock& block, std::shared_ptr<Entity>& entity);
// --- Phase 6: Deferred event bus ---
// Collects addon events during block processing, flushes at the end.
struct PendingEvents {
std::vector<std::pair<std::string, std::vector<std::string>>> events;
void emit(const std::string& name, const std::vector<std::string>& args = {}) {
events.emplace_back(name, args);
}
void clear() { events.clear(); }
};
PendingEvents pendingEvents_;
void flushPendingEvents();
}; };
} // namespace game } // namespace game

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