19 KiB
Collections
All Acedia's collections store AcediaObject
s. By taking advantage of boxing
we can use them to store arbitrary types:
both value types (native variables and structs)
and reference types (AcediaObject
and it's children).
Currently Acedia provides dynamic arrays (regular integer-indexed array)
and associative arrays (collection of key-value pairs with quick access to
values via AcediaObject
keys).
Using them is fairly straightforward, but, since they're dealing with objects,
some explanation about their memory management is needed.
Below we attempt to give a detailed description of everything you need to
efficiently use Acedia's collections.
Usage examples
Dynamic arrays
Dynamics arrays can be created via either of
_.collections.EmptyDynamicArray()
/ _.collections.NewDynamicArray()
methods.
_.collections.NewDynamicArray()
takes an array<Acedia>
argument and
populates returned DynamicArray
with it's items, while
_.collections.EmptyDynamicArray()
simply creates an empty DynamicArray
.
They are similar to regular dynamic array<AcediaObject>
s with
several differences:
- They're passed by reference, rather than by value (no additional copies are
made when passing
DynamicArray
as an argument to a function or assigning it to another variable); - It has richer interface;
- It automatically handles necessary object deallocations.
As an example to illustrate basic usage of DynamicArray
let's create
a trivial class that remembers players' nicknames:
class PlayerDB extends AcediaObject;
var private DynamicArray storage;
// Constructor and destructor allow for memory management
protected function Constructor()
{
storage = _.collections.EmptyDynamicArray();
}
protected function Finalizer()
{
storage.FreeSelf();
storage = none;
}
public function RegisterNick(Text newNickName)
{
if (newNickName == none) return;
// `Find` returns `-1` if object is not found
if (storage.Find(newNickName) >= 0) return;
storage.AddItem(newNickName);
}
public function IsRegisteredID(Text toCheck)
{
return (storage.Find(toCheck) >= 0);
}
public function ForgetNick(Text toForget)
{
// This method removes all instances of `toForget` in `storage`;
// Optionally there's a flag to only remove the first one.
storage.RemoveItem(toForget);
}
What happens if we deallocate stored objects?
They will turn into none
:
local Text item;
local DynamicArray storage;
storage = _.collections.EmptyDynamicArray();
item = _.text.FromString("example");
storage.AddItem(item);
// Everything is as expected here
TEST_ExpectNotNone(item);
TEST_ExpectNotNone(storage.GetItem(0));
TEST_ExpectTrue(storage.GetItem(0) == item);
// Now let's deallocate `item`
item.FreeSelf();
// Suddenly things are different:
TEST_ExpectNotNone(item); // `item` deallocated, but not dereferenced
TEST_ExpectNone(storage.GetItem(0)); // but it is gone from the collection
TEST_ExpectFalse(storage.GetItem(0) == item);
Let's explain what's changed after deallocation:
- Even though we've deallocated
item
, it's reference still points at theText
object. This is because deallocation is an Acedia's concept and actual UnrealScript objects are not destroyed by it; storage.GetItem(0)
no longer points at thatText
object. Unlike a simplearray<AcediaObject>
,DynamicObject
tracks status of it's items and replaces their values withnone
when they're deallocated. This kind of cleanup is something we cannot do with simpleFreeSelf()
or even_.memory.Deallocate()
for object stored in a regular array, but can for objects stored in collections.- Since collection forgot about
item
after it was deallocated,storage.GetItem(0) == item
will be false.
What happens if we remove an item from our DynamicArray
collection?
By default nothing - stored items will continue to exist outside the collection.
This is because by default DynamicArray
(and AssociativeArray
) is not
responsible for deallocation of its items. But it can be made to.
Suppose that to avoid items disappearing from our collections, we put in their
copies instead.
For Text
it can be accomplished with a simple Copy()
method:
storage.AddItem(item.Copy())
.
This creates a problem - storage
, as we've explained before, won't actually
deallocate this item if we simply remove it. We will have to do so manually to
prevent memory leaks:
...
_.memory.Deallocate(storage.GetItem(i));
storage.RemoveIndex(i);
which isn't ideal.
To solve this problem we can add a copy of an item
to our DynamicArray
as
a managed object: collections will consider themselves responsible for
deallocation of objects marked as managed and will automatically clean them up.
To add an item as managed we need to simply specify second argument for
AddItem(, true)
method:
local Text item;
local DynamicArray storage;
storage = _.collections.EmptyDynamicArray();
item = _.text.FromString("example");
storage.AddItem(item, true);
// Here added item is still allocated
TEST_ExpectTrue(item.IsAllocated());
// But after it's removed from `storage`...
storage.RemoveIndex(0);
// ...it's automatically gets deallocated
TEST_ExpectFalse(item.IsAllocated());
Whether you would want your collection to auto-deallocate your items or not depends only on your needs.
NOTE: The same collection can contain both managed and unmanaged items.
Let's rewrite RegisterNick()
method of PlayerDB
to make it independent from
whether Text
objects passed to it are deallocated:
...
public function RegisterNick(Text newNickName)
{
if (newNickName == none) return;
if (storage.Find(newNickName) >= 0) return;
// Store an independent, managed copy
storage.AddItem(newNickName.Copy(), true);
}
...
Associative arrays
IMPORTANT: It is assumed you've read previous section about
DynamicArray
s and its managed objects first.
Associative arrays allow to efficiently store and access AcediaObject
values
via AcediaObject
keys by using hash map under the hood.
While objects of any AcediaObject
's subclass can be used as keys, the main
reason for implementing associative arrays was to allow for Text
keys and
examples in this sections will focus on them specifically.
The basic interface is simple and can be demonstrated with this:
local AcediaObject item;
local AssociativeArray storage;
storage = _.collection.NewAssociativeArray();
// Add some values
storage.SetItem(_.text.FromString("year"), _.ref.int(2021));
storage.SetItem( _.text.FromString("comment"),
_.text.FromString("What year it is?"));
// Then get them
item = storage.GetItem(_.text.FromString("year"));
TEST_ExpectTrue(IntRef(item).Get() == 2021);
item = storage.GetItem(_.text.FromString("comment"));
TEST_ExpectTrue(Text(item).ToPlainString() == "What year it is?");
In above example we've created separate text instances (with the same contents)
to store and retrieve items in AssociativeArray
.
However it is inefficient to each time create Text
anew:
- It defeats the purpose of using
Text
overstring
, since (after initial creation cost)Text
allows for a cheaper access to individual characters and also allows us to computeText
's hash only once, caching it. But if we createText
object every time we want to access value inAssociativeArray
we will only get more overhead without any benefits. - It leads to creation of useless objects, that we didn't deallocate in the above example.
So it is recommended that, whenever possible, your class would define reusable
Text
constant that it would want to use as keys beforehand.
If you want to implement a class that receives zed's data as
an AssociativeArray
and wants to buff its health, you can do the following:
class MyZedUpgrader extends AcediaObject;
var protected Text TMAX_HEALTH;
protected function StaticConstructor()
{
default.TMAX_HEALTH = _.text.FromString("maxhealth");
}
public final function UpgradeMyZed(AssociativeArray zedData)
{
local IntRef maxHealth;
maxHealth = IntRef(AssociativeArray.GetItem(TMAX_HEALTH));
maxHealth.Set(maxHealth.Get() * 2);
}
Text has more information about convenient ways to
efficiently create Text
constants.
For example, in the above use case of upgrading zed's health it is acceptable to
do this instead:
class MyZedUpgrader extends AcediaObject;
public final function UpgradeMyZed(AssociativeArray zedData)
{
local IntRef maxHealth;
maxHealth = IntRef(AssociativeArray.GetItem(P("maxhealth")));
maxHealth.Set(maxHealth.Get() * 2);
}
Memory management and AssociativeArray
AssociativeArray
supports the concept of managed objects in the same way as
DynamicArray
s: by default objects are not managed, but can be added as such
when optional argument is used:
AssociativeArray.GetItem(P("value"), someItem, true)
.
We'll just note here that it's possible to remove a managed item from
AssociativeArray
without deallocating it with TakeItem()
/TakeEntry()
methods.
A question specific for AssociativeArray
s is whether they deallocate
their keys.
And the answer is: they do not.
AssociativeArray
will never deallocate its keys, even if a managed value is
recorded with them.
This way one can use the same pre-allocated key in several different
AssociativeArray
s.
If you do need to deallocate them, you will have to do it manually.
One good way to do so is to use TakeEntry(AcediaObject key)
method that
returns a struct Entry
with both key and recorded value inside:
struct Entry
{
// Non-public fields are omitted
var public AcediaObject key;
var public AcediaObject value;
var public bool managed;
};
This method also always removes stored value from AssociativeArray
without
deallocating it, even if it was managed, making you responsible for it.
In case of the opposite situation, where one deallocates an AcediaObject
used
as a key, AssociativeArray
will automatically remove appropriate entry
in its entirety.
However this is only a contingency measure:
you should never deallocate objects that are still used as keys in AssociativeArray
.
One of the negative consequences is that it'll screw up AssociativeArray
's
GetLength()
results, making it possibly overestimate the amount of
stored items (because there is no guarantee on when an entry with
deallocated key will be detected and cleaned up).
Capacity
Acedia's AssociativeArray
works like a hash table and needs to allocate
sufficiently large dynamic array as a storage for its items.
If you keep adding new items that storage will eventually become too small for
hash table to work efficiently and we will have to reallocate and re-fill it.
If you want to add a huge enough amount of items into your AssociativeArray
,
this process might be repeated several times.
This is not ideal, since it means doing a lot of iteration, each taking
noticeable time and increasing infinite loop counter
(game will crash if it gets high enough).
AssociativeArray
allows you to set minimal capacity with
SetMinimalCapacity()
method to force it to pre-allocate enough space for
the expected amount of items.
Setting minimal capacity to the maximum amount of items you expect to store in
the caller AssociativeArray
can remove any need for reallocating the storage.
NOTE:
AssociativeArray
always allocates storage array with length of at leastMINIMUM_SIZE = 50
and won't need any reallocations before you add at leastMINIMUM_SIZE * MAXIMUM_DENSITY = 50 * 0.75 ~= 38
items, no matter the current minimal capacity (that can be checked withGetMinimalCapacity()
method).
[Advanced] Associative arrays' keys
AssociativeArray
allows to store AcediaObject
values by AcediaObject
keys.
Object of any class (derived from AcediaObject
) can be used for either, but
behavior of the AssociativeArray
regarding its key depends on how key's
IsEqual()
and GetHashCode()
methods are implemented.
IMPORTANT: Refresh your knowledge on how equality checks for Acedia's objects work, do not rely on intuition here.
For example Text
's hash and equality is determined by its content:
local Text t1, t2;
t1 = _.text.FromString("Some random text");
t2 = _.text.FromString("Some random text");
// All of these assertions are correct:
TEST_ExpectTrue(t1.IsEqual(t2)); // same content
TEST_ExpectTrue(t1.GetHashCode() == t2.GetHashCode()); // same hashes
TEST_ExpectTrue(t1 != t2); // different objects
Therefore, if you used one Text
as a key, then you will be able to obtain it's
value with another Text
that contains the same string
.
However MutableText
's contents can change dynamically, so it cannot afford to
base its equality and hash on its contents:
local MutableText t1, t2;
t1 = _.text.FromStringM("Some random text");
t2 = _.text.FromStringM("Some random text");
// `IsEqual()` no longer compares contents;
// Use `Compare()` instead.
TEST_ExpectFalse(t1.IsEqual(t2));
TEST_ExpectFalse(t1.GetHashCode() == t2.GetHashCode()); // different hashes (most likely)
TEST_ExpectTrue(t1 != t2); // different objects
MutableText
can still be used as a key, but value stored with it will only be
obtainable by providing the exact instance of MutableText
, regardless of
its contents:
local MutableText t1, t2;
local AssociativeArray storage;
storage = _.collection.NewAssociativeArray();
t1 = _.text.FromStringM("Some random text");
t2 = _.text.FromStringM("Some random text");
storage.SetItem(t1, _.text.FromString("Contents!"));
TEST_ExpectNone(storage.GetItem(t2));
TEST_ExpectNotNone(storage.GetItem(t1));
As far as base Acedia's classes go, only Text
and boxed
(immutable ones, not refs) values are a good fit to be used as
contents-dependent keys.
More accessors
While you can store simple values inside these arrays in a straightforward
manner of storage.SetItem(_.text.FromString("year"), _.ref.int(2021))
,
it is not very convenient.
Especially getting items from such arrays can be problematic, since that int
can potentially be stored as both immutable IntBox
or mutable IntRef
.
To help with this problem Acedia's collections provide a bunch of convenience
accessors for UnrealScript's built-in types.
Let us start with getters
GetBool()
, GetByte()
, GetInt()
, GetFloat()
, GetText()
(since Acedia uses Text
instead of string
).
These take index for DynamicArray
or AcediaObject
keys for
AssociativeArray
and return relevant type if they find either box or a ref
of such type in the caller array.
All of them, except Text
, also allow you to provide default value as
a second argument - this value will be used if neither box or ref for
the desired type is found.
Then there's setter methods
SetBool()
, SetByte()
, SetInt()
, SetFloat()
that take
at least two parameters: index/key and value to store.
They automatically create either box or ref object to wrap around passed
primitive value and always store it as a managed item.
Third, optional, bool
parameter asRef
allows you to decide whether passed
value should be saved inside the array in an immutable box or in a mutable ref
(default false
is to save that primitive type in a box).
NOTE: There is no paired
SetText()
setter forGetText()
getter, sinceText
itself is an object and can directly be saves withSetItem()
.
Here is an example of how they work:
local IntBox box;
local IntRef ref;
local DynamicArray storage;
storage = _.collection.NewDynamicArray();
storage.SetInt(0, 7);
// `int` value is not returned normally, but there is not auto-conversion
// into `float` and so `GetFloat()` returns provided default value instead
Log("Value as int:" @ storage.GetInt(0)); // Value as int: 7
Log("Value as float:" @ storage.GetFloat(0, 9)); // Value as int: 9
box = IntBox(storage.GetItem(0));
// `int` should be stored in an allocated box
TEST_ExpectNotNone(box);
TEST_ExpectTrue(box.IsAllocated());
// Re-recording `int` as ref causes previous box (managed by `storage`)
// to get destroyed
storage.SetInt(0, 11, true);
TEST_ExpectNotNone(box); // still not `none`
TEST_ExpectFalse(box.IsAllocated()); // but is not deallocated
Log("Value as int:" @ storage.GetInt(0)); // Value as int: 11
// `int` should be stored in an allocated ref now
ref = IntRef(storage.GetItem(0));
TEST_ExpectNotNone(ref);
TEST_ExpectTrue(ref.IsAllocated());
Even more accessors
Collections DynamicArray
and AssociativeArray
are AcediaObject
s themselves
and, therefore, can be stored in other arrays, producing hierarchical
structures, similar to those of JSON's arrays / objects.
{
"main_guy": {
"status": "admin",
"maps": ["biotics", "bedlam", "waterworks"]
},
"other_guy": {
"status": "random",
"maps": ["biotics", "westlondon"]
}
}
To access some variable, nested deep inside such structure, one can either
manually get reference of each collection on the way, e.g. to access second map
of the "other_guy" we'd need to first get reference to "other_guy"'s collection
(AssociativeArray
):
{
"status": "random",
"maps": ["biotics", "westlondon"]
}
then to the array of his maps (DynamicArray
):
["biotics", "westlondon"]
and only then access second item. This is too cumbersome! Fortunately, Acedia's collections have an alternative solution:
userCollection.GetTextBy(P("/other_guy/maps/1")); // westlondon!
/other_guy/maps/1
line is describes a path to the element nested deep inside
hierarchy of collections and follows the rules of a
JSON pointer.
Both DynamicArray
and AssociativeArray
support following methods that work
with such pointers:
GetItemBy()
, GetBoolBy()
, GetByteBy()
, GetIntBy()
, GetFloatBy()
,
GetTextBy()
, GetDynamicArrayBy()
and GetAssociativeArrayBy()
.
Passing paths like /other_guy/maps/1
requires collections to perform their
parsing every time such getter is called.
If you want to reuse the same path several times it might be better to convert
it into JSONPointer
object (using _.json.Pointer()
method) and then use
that object with following alternative methods:
GetItemByJSON()
, GetBoolByJSON()
, GetByteByJSON()
, GetIntByJSON()
,
GetFloatByJSON()
, GetTextByJSON()
, GetDynamicArrayByJSON()
,
GetAssociativeArrayByJSON()
.
This way parsing has to be done only once - when creating JSONPointer
object.