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ACS-Like autoresolve #6239

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ACS-Like autoresolve #6239

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@Scoppio Scoppio commented Dec 2, 2024

Alot of the changes for ACS-Like Autoresolve depend heavily in Megamek having a "sane" game interface which allow us detach entities from the gameboard.

However, many of the tools require the current TW Game as a basis, be it to declare a winner, be it to do checks like unit damage, limb blownoff, pilot survival, etc.

This Pull Request has multiple changes that has effect on absolutelly nothing. It just extract interfaces so we can implement and use stubs for the game object, publish end game events, etc. It also has many "weird" changes that do cause big effects, mostly improving initialization times, reducing number of function calls and reducing memory usage. Those changes are not earthshatering, they are more like "the full process takes 300ms, of those, 270ms are spent parsing a file, of that time, 70ms are spent loading the options for the hundreds of equipments, this change reduced from 70ms to 7ms the options loading, reducing the final time to 207ms

It also includes a change to log4j2 so that a developer may simply set an env var and have the logs show up in the console without the need for anything else.

@Scoppio Scoppio self-assigned this Dec 2, 2024
@Scoppio Scoppio changed the title Acs autoresolve ACS-Like autoresolve [WIP] Dec 2, 2024
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codecov bot commented Dec 2, 2024

Codecov Report

All modified and coverable lines are covered by tests ✅

Project coverage is 28.98%. Comparing base (2e45dc0) to head (d778437).
Report is 9 commits behind head on master.

Additional details and impacted files
@@             Coverage Diff              @@
##             master    #6239      +/-   ##
============================================
- Coverage     28.99%   28.98%   -0.01%     
- Complexity    13982    13986       +4     
============================================
  Files          2652     2656       +4     
  Lines        268296   268423     +127     
  Branches      47764    47787      +23     
============================================
+ Hits          77799    77812      +13     
- Misses       186615   186726     +111     
- Partials       3882     3885       +3     

☔ View full report in Codecov by Sentry.
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@@ -49,5 +50,5 @@
* @param context The context to consider, see {@link VictoryCondition} (currently unused)
* @return The result of the victory condition test
*/
VictoryResult checkVictory(Game game, Map<String, Object> context);
VictoryResult checkVictory(IGame game, Map<String, Object> context);

Check notice

Code scanning / CodeQL

Useless parameter Note

The parameter 'context' is never used.

@Override
public IOption getOption(String name) {
if (tableInfo == null) {

Check warning

Code scanning / CodeQL

Useless null check Warning

This check is useless.
tableInfo
cannot be null at this check, since
new HashMap<String,IOption>(...)
always is non-null.
@Scoppio Scoppio changed the title ACS-Like autoresolve [WIP] ACS-Like autoresolve Dec 10, 2024
Comment on lines -25 to +43
<AppenderRef ref="Console" />
<AppenderRef ref="${env:mm.profile:-null}" />
</Logger>
<Logger name="megamek" level="info" additivity="false">
<AppenderRef ref="MegaMekLog" />
<AppenderRef ref="Console" />
<AppenderRef ref="${env:mm.profile:-null}" />
</Logger>
<Logger name="megameklab" level="info" additivity="false">
<AppenderRef ref="MegaMekLabLog" />
<AppenderRef ref="Console" />
<AppenderRef ref="${env:mm.profile:-null}" />
</Logger>
<Logger name="mekhq" level="info" additivity="false">
<AppenderRef ref="MekHQLog" />
<AppenderRef ref="Console" />
<AppenderRef ref="${env:mm.profile:-null}" />
</Logger>

<Root level="info">
<AppenderRef ref="Console" />
<AppenderRef ref="MegaMekLog" />
<AppenderRef ref="${env:mm.profile:-null}" />
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I need to document this somewhere

Comment on lines -500 to +508
long start = System.currentTimeMillis();
var stopwatch = StopWatch.create();
stopwatch.start();
rug.populateUnits();
long end = System.currentTimeMillis();
logger.info("Loaded Rats in: " + (end - start) + "ms.");
stopwatch.stop();
logger.info("Loaded Rats in: {}", stopwatch.toString());
rug.initialized = true;
latch.countDown();
}, "Random Unit Generator unit populater");
rug.loader.setPriority(Thread.NORM_PRIORITY - 1);
rug.loader.start();
}

try {
latch.await();
} catch (InterruptedException e) {
logger.error("Initialization interrupted", e);
Thread.currentThread().interrupt();
}
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substitutes the while sleep loop with a latch await

logger.error("Trying to resize a unit icon of height or width 0!");
logger.debug("Trying to resize a unit icon of height or width 0!");
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an error should be something that we need to fix, this apparently is here just to tell "hey, the image is not imaging"

@@ -9901,7 +9874,7 @@ public boolean isEligibleForFiring() {
}

// check game options
if (!game.getOptions().booleanOption(OptionsConstants.BASE_SKIP_INELIGABLE_FIRING)) {
if (!game.getOptions().booleanOption(OptionsConstants.BASE_SKIP_INELIGIBLE_FIRING)) {
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typo

@@ -322,10 +329,10 @@ public void setupTeams() {
Vector<Team> initTeams = new Vector<>();
boolean useTeamInit = getOptions().getOption(OptionsConstants.BASE_TEAM_INITIATIVE)
.booleanValue();

var players = getPlayersList();
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return the lpayer list only once.

Comment on lines 28 to 68
private static final Option.OptionValue[] baseOptions = {
Option.of(OptionsConstants.BASE_FRIENDLY_FIRE, false),
Option.of(OptionsConstants.BASE_SKIP_INELIGIBLE_MOVEMENT, false),
Option.of(OptionsConstants.BASE_SKIP_INELIGIBLE_FIRING, false),
Option.of(OptionsConstants.BASE_SKIP_INELIGIBLE_PHYSICAL, true),
Option.of(OptionsConstants.BASE_TEAM_INITIATIVE, true),
Option.of(OptionsConstants.BASE_AUTOSAVE_MSG, true),
Option.of(OptionsConstants.BASE_PARANOID_AUTOSAVE, false),
Option.of(OptionsConstants.BASE_MAX_NUMBER_ROUND_SAVES, 3),
Option.of(OptionsConstants.BASE_EXCLUSIVE_DB_DEPLOYMENT, true),
Option.of(OptionsConstants.BASE_BLIND_DROP, false),
Option.of(OptionsConstants.BASE_REAL_BLIND_DROP, false),
Option.of(OptionsConstants.BASE_SET_ARTY_PLAYER_HOMEEDGE, false),
Option.of(OptionsConstants.BASE_SET_DEFAULT_TEAM_1, false),
Option.of(OptionsConstants.BASE_SET_PLAYER_DEPLOYMENT_TO_PLAYER0, false),
Option.of(OptionsConstants.BASE_RESTRICT_GAME_COMMANDS, false),
Option.of(OptionsConstants.BASE_DISABLE_LOCAL_SAVE, false),
Option.of(OptionsConstants.BASE_BRIDGECF, 0),
Option.of(OptionsConstants.BASE_RNG_TYPE, 1),
Option.of(OptionsConstants.BASE_RNG_LOG, false),
Option.of(OptionsConstants.BASE_TURN_TIMER_TARGETING, 0),
Option.of(OptionsConstants.BASE_TURN_TIMER_MOVEMENT, 0),
Option.of(OptionsConstants.BASE_TURN_TIMER_FIRING, 0),
Option.of(OptionsConstants.BASE_TURN_TIMER_PHYSICAL, 0),
Option.of(OptionsConstants.BASE_TURN_TIMER_ALLOW_EXTENSION, true),
Option.of(OptionsConstants.BASE_SUPPRESS_UNIT_TOOLTIP_IN_REPORT_LOG, true),
Option.of(OptionsConstants.BASE_GM_CONTROLS_DONE_REPORT_PHASE, false),
Option.of(OptionsConstants.BASE_HIDE_UNOFFICIAL, false),
Option.of(OptionsConstants.BASE_HIDE_LEGACY, false)
};

private static final Option.OptionValue[] victoryOptions = {
Option.of(OptionsConstants.VICTORY_CHECK_VICTORY, true)
};


private void addOptions(IBasicOptionGroup group, Option.OptionValue[] options) {
for (var entry : options) {
addOption(group, entry.getName(), entry.getType(), entry.getValue());
}
}
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Big improvement in performance for loading options

import java.util.HashMap;
import java.util.Map;

public class StaticGameOptions implements IGameOptions {
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Improve performance for auto-resolve scenario simulations by not having to load the same set of options hundreds of times.

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