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Improve introducotry documentation

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Anton Tarasenko 3 years ago
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  1. 17
      docs/api.md
  2. 32
      docs/index.md
  3. 170
      docs/objects.md
  4. 43
      docs/safety.md

17
docs/api.md

@ -4,22 +4,21 @@ Acedia's API is our way of solving the problem of adding new *global functions*.
Examples of *global functions* are `Log()`, `Caps()`, `Abs()`, `VSize()`
and a multitude of others that you can call from anywhere in UnrealScript.
They can be accessed from anywhere because they are all declared as
static methods inside `Object` - a base class for any other object,
including actors.
static methods inside `Object` - a base class for any other class.
Problem is, since we cannot add our own methods to the `Object`,
then we also can't add new global functions.
The best we can do is declare new static methods in our own classes,
but calling them would be cumbersome: `class'glb'.static.DoIt()`.
Idea that we've used to solve this problem for Acedia is to define
a separate class that would contain all our global functions.
If we save an instance of this class in some local variable
`glb`, then we can simply write `glb.DoIt()` instead of
`class'glb'.static.DoIt()`.
Idea that we've used to solve this problem for Acedia is to provide every single
Acedia object with an instance of a class that would contain all our
global functions.
We save an instance of this class in a local variable
`_`, which allows us to simply write `_.DoIt()`.
In actuality we don't just dump all of Acedia's global functions into
one object, but group them into different APIs that can be accessed
through `_` variable, defined in every `AcediaObject` and `AcediaActor`:
through `_` variable:
```unrealscript
_.text.FromString("I am here!"); // Text API
@ -45,7 +44,7 @@ Any class you make that derives from either `AcediaObject` or `AcediaActor`
will have `_` and `__()` defined.
If you need to create a class that does not derive from Acedia's classes,
but you want to make Acedia's API be available inside it,
then you simply need to redefine them:
then you simply need to redefine `_` and `__()`:
```unrealscript
var Global _;

32
docs/index.md

@ -1,21 +1,23 @@
# Acedia for mod making
This document aims to guide you through all of Acedia's features and
capabilities from the mod maker's perspective.
This document describes Acedia from the mod maker's perspective:
how to use it to create new mods and how it works internally.
It consists of a brief overview of how different components fit together and
then somewhat detailed look at each of them.
This document is not a reference documentation that lists and describes
every single class and method. Unfortunately, such a document does not exist
right now. The closest substitute for it would be Acedia's source code -
most of the methods and classes are given brief descriptions in the comments.
every single class and method.
Unfortunately, such a document does not exist right now.
The closest substitute for it would be Acedia's source code - most of
the methods and classes are given brief descriptions in the comments.
They might somewhat lack in quality, since having a peer review for them
would not have been viable, but that is all I can offer. Any corrections to
them are always welcome.
would not have been viable, but that is all we can offer.
Any corrections to them are always welcome.
We assume that our audience is at least familiar with UnrealScript:
Acedia's API is not stable enough for us to recommend using it to people new
to the Killing Floor modding anyway.
We assume that our audience is at least familiar with UnrealScript and we cannot
recommend using it to people new to the modding anyway:
Acedia's API is not stable enough and has certain quirks that can lead to nasty,
hard-to-catch bugs.
## What the hell is all of this?
@ -28,7 +30,7 @@ It would have been an overkill if bug fixing was all Acedia would ever do and
now `Feature` is one of the Acedia's main... features, that is supposed to take
the role of the `Mutator` class.
What was Acedia before now is broken into three different packages:
What Acedia was before is now broken into three different packages:
* AcediaCore - package that defines base classes, required for other
Acedia packages to work correctly;
@ -41,14 +43,12 @@ The topic of this document is only AcediaCore - a base class library.
## Getting started
First of all, go read about [safety rules](./safety.md).
They don't go into much detail, so don't worry if you don't understand
everything - you can read on each specific topic later.
But they make a good introduction and will warn you about otherwise very likely
They make a good introduction and will warn you about otherwise very likely
mistakes that could lead to rather nasty consequences.
After you've familiarized yourself with safety rules, you can skip to reading
any topic of interest, but we strongly recommend that you first read up on
about any topic of interest, but we strongly recommend that you first read up on
the fundamental topics:
[what is API](./api.md),
at least non-advanced topics of [Acedia's objects / actors](./objects.md)
about and signal / slot system.
and about signal / slot system.

170
docs/objects.md

@ -1,34 +1,37 @@
# `AcediaObject` and `AcediaActor`
Acedia defines its own base classes for both actor (`AcediaActor`)
and non-actor objects (`AcediaObject`), better integrated into
Acedia's infrastructure.
Here we will go over everything you need to understand them.`Object` and `Actor`.
Acedia defines its own base classes for both actor and non-actor objects
(`AcediaActor` and `AcediaObject` respectively).
Both of them are better integrated into Acedia's infrastructure than regular
objects and actors.
`AcediaObject` is especially important, since it provides support for
*object deallocation*.
In this document we will go over everything you need to know about
these classes.
## Who is responsible for objects?
If you've already read [safety rules](./safety.md) (and you should have),
If you have read [safety rules](./safety.md) document (and you should have),
then you already know about the importance of deallocation.
But which objects exactly are you supposed to deallocate?
Understanding what objects you are responsible for is likely the most important
concept to get when working with Acedia.
Understanding what objects you are responsible for is one of the most important
concepts to get when working with Acedia.
There are two main guidelines:
* **If function returns an object (as a return value or as an `out` argument) -
then this object must be deallocated by
whoever called that function.**
If you've called `_.text.Empty()`, then you must deallocate
the `MutableText`object it returned.
the `MutableText`object it has returned.
Conversely, if you are implementing function that returns an object,
then you must not deallocate it yourself.
In fact, you are expected not to use that object at all,
since now you can't know when it will be deallocated.
In fact, you are expected to not use that object at all after returning it,
since you cannot know when it will be deallocated.
* **Functions do not deallocate their arguments.**
If you pass an object as an argument to a function - you can expect
that it won't be deallocated during that call.
It might get *modified*, but not *deallocated*.
And, again, when implementing your own function - you should not deallocate
its arguments either.
that said object won't be deallocated during function's execution.
When implementing your own function - you should not deallocate
objects passed as its arguments.
However, these guidelines should be treated as *default assumptions* and
not *hard rules*.
@ -36,16 +39,15 @@ not *hard rules*.
### Exceptions
First guideline, for example, can be broken if returned object is supposed to
be shared: `_.players.GetPlayers()` returns array with references to
*player objects* (`array<APLayer>`) that aren't supposed to ever be deallocated.
be shared: `_.players.GetPlayers()` returns `array<APLayer>` with references to
*player objects* that aren't supposed to ever be deallocated.
Similarly, Acedia's collections operate by different rules:
they might still consider themselves responsible for objects returned with
`GetItem()`.
Second guideline can also be broken by some of the methods for the sake of
convenience.
If you need to turn a `Text` object `textToConvert` into a `string`,
then you can either do:
If you need to turn a `Text` object into a `string`, then you can either do:
```unrealscript
if (textToConvert != none)
@ -58,10 +60,11 @@ if (textToConvert != none)
or simply call `_.text.ToString()` that automatically deallocates its argument:
`result = _.text.ToString(textToConvert)`.
> **NOTE:**
> Any such exceptions are documented (or at least should be), so simply read
> the docs for functions you're using.
> If they don't mention anything about how their arguments or return values
> should be treated - assume above stated guidelines.
> the comment docs in source code for functions you're using.
> If they don't mention anything about how arguments or return values
> should be treated - assume above stated default guidelines.
## `MemoryAPI`
@ -69,14 +72,12 @@ The majority, if not all, of the Acedia's objects you will be using are going to
be created by specialized methods like `_.text.FromString()`,
`_.collections.EmptyDynamicArray()` or `_.time.StartTimer()`
and can be deallocated with `self.FreeSelf()` method.
However, that won't be enough if you want to create and allocate your own
classes, for that you'll need the help of `MemoryAPI`.
They are less powerful than `new` keyword and `Spawn()` function, but perform
certain background work, necessary for Acedia to function and
**you should always use them for creating Acedia's objects**.
Ultimately, all Acedia's objects and actors are created with
`_.memory.Allocate()` and "destroyed" with `_.memory.Free()`.
However, if you want to allocate instances of your own classes,
you'll need the help of `MemoryAPI`'s methods:
`_.memory.Allocate()` and `_.memory.Free()`.
Ultimately, all Acedia's objects and actors must be created with
`_.memory.Allocate()` and destroyed with `_.memory.Free()`.
For example, here is how new `Parser` is created with `_.text.NewParser()`:
```unrealscript
@ -99,22 +100,26 @@ public final function FreeSelf(optional int lifeVersion)
}
```
These two functions are the most important ones in `MemoryAPI`,
but it contains several more useful ones:
If you create your own classes, derived from either
`AcediaObject` or `AcediaActor`, you must also use these functions to
create and destroy their instances.
`MemoryAPI` contains a few more useful functions:
| Function | Description |
| -------- | ----------- |
| `Allocate(class<Object>, optional bool)` | Creates a new `Object` / `Actor` of a given class. `bool` argument allows to forbid reallocation, forcing creation of a new object.
| `LoadClass(Text)` | Creates a class instance from its textual representation. |
| `AllocateByReference(Text, optional bool)` | Same as `Allocate()`, but takes textual representation of the class as an argument. |
| `Free(Object)` | Deallocates provided object. |
| `FreeMany(array<Object>)` | Deallocates every object inside given array. |
| `CollectGarbage(optional bool)` | Forces garbage collection. By default also includes all deallocated (but not destroyed) objects. `bool` argument allows to skip collecting them.
| `Free(Object)` | Deallocates provided object. Does not produce errors if its argument is `none`. |
| `FreeMany(array<Object>)` | Deallocates every object inside given array. Does not produce errors if some (or all) of them are `none`. |
| `CollectGarbage(optional bool)` | Forces garbage collection. By default also includes all deallocated (but not destroyed) objects and `bool` argument allows to skip collecting them.
> **NOTE:** `MemoryAPI` can also be used for creating objects that do not
> derive from either `AcediaObject` or `AcediaActor`, but there is no point in
> **NOTE:** While `MemoryAPI` can also be used for creating objects that do not
> derive from either `AcediaObject` or `AcediaActor`, there is no point in
> using them over `new` or `Spawn()`:
> Acedia will not reallocate non-Acedia objects.
> Acedia's methods are overall less powerful and will not provide any benefits
> for non-Acedia objects.
## Constructors and finalizers
@ -125,12 +130,11 @@ and
[finalizers](https://en.wikipedia.org/wiki/Finalizer).
*Constructor* is a method that's called on object after it's created,
preparing it for use.
In Acedia *Finalizer* is a method that's called when object is deallocated
*Finalizer* is a method that's called when object is deallocated
(or actor is destroyed) and can be used to clean up any used resources.
> Technically, right now *destructor* might be a better terminology for Acedia's
> finalizers, but, if development is not halted, current name would eventually
> become a better fit.
> finalizers.
A good and simple example is from the `ATradingComponent` that
allocates necessary objects inside its constructor and deallocates them in
@ -166,10 +170,11 @@ overload `Constructor()` and `Finalizer()` methods (they are defined in both
## Object equality and object hash
Comparing object variable with `==` operator simply checks if they refer to
the exact same object.
But sometimes we want a comparison that compares the content of two objects
instead: like checking that two different `Text`s store the exact same data.
Comparing object variables with `==` operator checks *reference equality*:
whether variables refer to the exact same object.
But sometimes we want to implement *value equality* check - a comparison for
the contents of two objects, e.g. checking that two different `Text`s
store the exact same data.
Acedia provides an alternative way to compare two objects - `IsEqual()` method.
Its default implementation corresponds to that of `==` operator:
@ -180,15 +185,17 @@ public function bool IsEqual(Object other)
}
```
but can be redefined, as long as it obeys following rules:
But it can be redefined, as long as it obeys following rules:
* `a.IsEqual(a) == true`;
* `a.IsEqual(b)` if and only if `b.IsEqual(a)`;
* `none` is only equal to `none;
* Result of `a.IsEqual(b)` does not change unless one of the objects gets
deallocated.
Because of last rule two `MutableText`s cannot be compared base on their content
since their contents can change without deallocation.
Because of the last rule, `IsEqual()` cannot compare two `MutableText`s based on
their contents, since they can change without deallocation
(unlike contents of an immutable `Text`).
Reimplementing `IsEqual()` method also requires you to reimplement how object's
[hash value](https://en.wikipedia.org/wiki/Hash_function) is calculated.
@ -196,7 +203,8 @@ Reimplementing `IsEqual()` method also requires you to reimplement how object's
Several different objects can have the same hash value and equal objects *must*
have the same hash value.
By default, Acedia's objects simply use randomly generated value as their hash.
By default, Acedia's objects simply use randomly generated value as their hash,
determined at the moment of their creation.
This can be changed by reimplementing `CalculateHashCode()` method.
Every object will only call it once to cache it for `GetHashCode()`:
@ -230,28 +238,34 @@ protected function int CalculateHashCode()
}
```
This makes sure that two `Text`s with equal contents have the same hash value.
## Boxing
Last important topic to go over is
[boxing](
https://en.wikipedia.org/wiki/Object_type_(object-oriented_programming)#Boxing),
https://en.wikipedia.org/wiki/Object_type_(object-oriented_programming)#Boxing):
a process of turning primitive types such as `bool`, `byte`, `int` or `float`
into objects.
The concept is very simple - we create a *box* object, which is just an object
that stores a single primitive value and could be implemented kind of like that:
The concept is very simple, we create a *box* object - an object
that stores a single primitive value.
It could be implemented like that:
```unrealscript
class MyBox extends Object;
var float value;
```
Except Acedia's boxes are *immutable* - their value cannot change once
However, Acedia's boxes are *immutable* - their value cannot change once
the box was created.
This means that they store their value in the private field and provide access
to it through the appropriate getter method.
Boxes were introduced because they allowed creation of general collections:
Acedia's collections can only store `AcediaObject`, but thanks to boxing
any value can be turned into `AcediaObject` and stored in the collection.
For native primitive types they can be created with either `BoxAPI` or manually:
Acedia's collections can only store `AcediaObject`, but, thanks to boxing,
any value can be turned into an `AcediaObject` and stored in the collection.
For native primitive types boxes can be created with either `BoxAPI` or
manually:
```unrealscript
local IntBox box1;
@ -284,10 +298,10 @@ Log("Int value:" @ ref1.Get()); // Int value: -89
Log("Float value:" @ ref2.Get()); // Float value: 0.56
```
The most important difference between boxes and references concerns how their
`IsEqual()` and `GetHash()` are implemented:
The most important difference between boxes and references concerns
implementation of their `IsEqual()` and `GetHash()` methods:
* Since boxes redefine `IsEqual()` and `GetHash()` to depend on the stored value.
* Boxes redefine `IsEqual()` and `GetHash()` to depend on the stored value.
Since value inside the box cannot change, then there is no problem to base
equality and hash on it.
* References do not redefine `IsEqual()` / `GetHash()` and behave like any
@ -312,13 +326,15 @@ Log("Refs hash equality:" @ (ref1.GetHash() == ref2.GetHash()));
```
> **NOTE:** For `string`s the role of boxes and references is performed by
> `Text` and `MutableText` classes that are discussed separately.
> `Text` and `MutableText` classes that are discussed elsewhere.
### Actor references with `NativeActorRef`
As was explained in [safety rules](./safety.md), storing references to actors
inside objects is a bad idea.
Actor boxes and references provide us with a safe way to do that:
directly inside objects is a bad idea.
The safe way to do it are *actor references*:
`ActorRef` for Acedia's actors and `NativeActorRef` for any kind of actors.
Actor returned by their `Get()` method is guaranteed to be safe to use:
```unrealscript
class MyObject extends AcediaObject;
@ -363,14 +379,16 @@ function DoWork()
// <Some code that might `Destroy()` our pawn>
// ^ After destroying a pawn,
// `myPawn` local variable might go "bad" and cause crashes,
// so it's a good idea to update it from safe `pawnReference`:
// so it's a good idea to "update" it from the safe `pawnReference`:
myPawn = GetMyPawn();
myPawn.health += 10;
if (myPawn != none) {
myPawn.health += 10;
}
}
```
Actor boxes do not exist, since we cannot guarantee that value stored inside
them will never change - destroying stored actor will always reset it to `none`.
Actor boxes do not exist, since we cannot guarantee that value inside them will
never change - destroying stored actor will always reset it to `none`.
### Array boxes and references
@ -379,8 +397,8 @@ of value, including `array<...>`s and `struct`s.
Acedia provides such classes for arrays of primitive types out of the box.
They can be useful for passing huge arrays between objects and functions
by reference, without copying their entire data every time.
They also provide quite a few several convenience methods.
Here is a list for `FloatArrayRef` as an example:
They also provide several convenience methods - here is a list for
`FloatArrayRef`'s methods as an example:
| Method | Description |
| ------ | ----------- |
@ -392,7 +410,7 @@ Here is a list for `FloatArrayRef` as an example:
| `SetLength(int)` | Resizes stored array, doing nothing on negative input. |
| `Empty()` | Empties stored array. |
| `Add(int)` | Increases length of the array by adding specified amount of new elements at the end. |
| `Insert(int index, int count)` | Inserts `count` empty elements into the array at specified position. The indices of the following elements are increased by `count` in order to make room for the new elements. |
| `Insert(int index, int count)` | Inserts `count` zeroes into the array at specified position. The indices of the following elements are increased by `count` in order to make room for the new elements. |
| `Remove(int index, int count)` | Removes number elements from the array, starting at `index`. All elements before position and from `index + count` on are not changed, but the element indices change, - they shift to close the gap, created by removed elements. |
| `RemoveIndex(int)` | Removes value at a given index, shifting all the elements that come after one place backwards. |
| `AddItem(float)` | Adds given `float` at the end of the array, expanding it by 1 element. |
@ -413,7 +431,7 @@ Static constructor is called for each class only once:
* Whenever first object of such class is created,
before its constructor is called;
* If you want static initialization to be done earlier,
it is allowed to call static constructor manually:
it is possible to call static constructor manually:
`class'...'.static.StaticConstructor()`.
> **NOTE:** Static constructor being called for your class does not guarantee it
@ -442,7 +460,7 @@ To have a clean level change it is important that you undo as many changes to
game's objects as you reasonably can.
It is especially important to reset default values, unless their change is
deliberate.
Here is an example used in the base `AcediaObject` class at some point:
Here is an example that was used in the base `AcediaObject` class at some point:
```unrealscript
protected static function StaticFinalizer()
@ -461,13 +479,14 @@ protected static function StaticFinalizer()
### How allocation and deallocation works
UnrealScript lacks any practical way to destroy objects on demand:
UnrealScript lacks any practical way to destroy non-actor objects on demand:
the best one can do is remove any references to the object and wait for
garbage collection.
But garbage collection itself is too slow and causes noticeable lag spikes
for players, making it suitable only for cleaning objects when switching levels.
To alleviate this problem, there exists a standard class `ObjectPool`
that stores unused objects inside dynamic array until they are needed.
that stores unused objects (mostly resources such as textures) inside
dynamic array until they are needed.
Unfortunately, using a single `ObjectPool` for a large volume of objects is
impractical from performance perspective, since it stores objects of
@ -475,6 +494,7 @@ all classes together and each object allocation from the pool can potentially
require going through the whole array:
```unrealscript
// FILE: Engine/ObjectPool.uc
simulated function Object AllocateObject(class ObjectClass)
{
local Object Result;
@ -535,7 +555,7 @@ first deallocated and then allocated again by some other code.
Then `IsAllocate()` will return `true` even though your reference is
no longer valid.
This issue can be solved with *life version* - `int` value that changes
This issue can be solved with a *life version* - `int` value that changes
each time object is reallocated:
```unrealscript
@ -568,8 +588,8 @@ remember its life version value right after allocation
and then compare it to the `GetLifeVersion()`'s result.
Value returned by `GetLifeVersion()` changes after each reallocation
and won't repeat for the same object.
The only guarantee about life versions of deallocated objects is that they will
be negative.
The only guarantee about life versions of objects,
that aren't currently allocated, is that they will be negative.
### Customizing object pools for your classes

43
docs/safety.md

@ -1,9 +1,5 @@
# Acedia's safety rules
To work with Acedia it is necessary to understand its object management:
what it is and why it exists.
Our aim here is to provide a brief introduction using `Text` as an example.
When working with UnrealScript one can distinguish between following types
of variables:
@ -11,36 +7,36 @@ of variables:
2. Actors: objects that have `Actor` as their parent;
3. Non-actor objects: object of any class not derived derived from the `Actor`.
Most of the mods mainly use first and second type, but Acedia makes heavy use of
Most of the mods mainly use first and second type, but we make heavy use of
the third one.
This allows Acedia to provide convenient interfaces for its functionality and
simplify implementation of its features.
However it also creates several new problems, normally not encountered by
other mods.
Here we will introduce and briefly explain several rules that should be followed
to properly use Acedia.
Here we will introduce and briefly explain three main rules that you need
to keep in mind when working with Acedia.
## Do not store references to actors in non-actor objects
## Rule 1: Do not store references to actors in non-actor objects
Storing actors in non-actor objects is a bad idea and can lead to
game/server crashes.
If you are interested in the explanation of why, you can read discussion
[here](https://wiki.beyondunreal.com/Legacy:Creating_Actors_And_Objects).
This isn't really a problem in most mutators, since they store references
to actors (`KFMonster`, `KFPlayerController`, ...)
inside other actors (`Mutator`, `GameType`, ...);
however, in Acedia almost everything is a non-actor object, which can cause
a lot of trouble, since even a simple check like `myActor != none`
can lead to a crash.
Acedia's goal is to provide you with enough wrapper API, so that you don't have
to reference actors directly.
We are a long way away from that goal, so for whenever these API are not enough,
Acedia provides a way to work with actors safely
inside other actors (`Mutator`, `GameType`, ...).
However, in Acedia almost everything is a non-actor object, so simply having
actor variables can be volatile:
even a simple check `myActor != none` can lead to a crash if `myActor`
was destroyed recently enough.
Acedia's end goal is to provide you with enough wrappers,
so that you don't have to reference actors directly.
We are a long way away from that, so for whenever our API is not enough,
we also provide a safer way to work with actors inside objects
(see [Actor references with `NativeActorRef`](./objects.md)).
## Take care to explicitly free unneeded objects
## Rule 2: Take care to explicitly free unneeded objects
We'll illustrate this point with `Text` - Acedia's own type that is used as
a replacement for `string`. Consider following simple code:
@ -110,7 +106,12 @@ This concerns not only `Text`, but almost every single Acedia's object.
To efficiently use Acedia, you must learn to deallocate objects that are
not going to be used anymore.
## You should *never ever* use anything you've deallocated
## Rule 3: You should *never ever* use anything you've deallocated
> **IMPORTANT:**
> This is the most important rule - violating will create bugs that
> are extremely hard to catch.
> And possibility of such bugs is the biggest downside of using Acedia.
If `Text` variable from above wasn't local, but global variable, then we'd have
to add one more instruction `message = none`:
@ -133,7 +134,7 @@ however, some other piece of code might re-allocate that object
and use it for something completely different.
This means unpredictable and undefined behavior for everybody.
To avoid creating with this problem - everyone must always make sure to
*forget* about objects you've deallocated by setting your references to `none`.
*forget* about objects you've deallocated by setting their references to `none`.
> **NOTE:** This also means that you should not deallocate the same object
> more than once.

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