mod-playerbots/src/Script/WorldThr/PlayerbotWorldThreadProcessor.cpp
bashermens 13fff46fa0
Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00

203 lines
6.0 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include <algorithm>
#include "PlayerbotWorldThreadProcessor.h"
#include "Timer.h"
#include "Log.h"
void PlayerbotWorldThreadProcessor::Update(uint32 diff)
{
if (!m_enabled)
return;
// Accumulate time
m_timeSinceLastUpdate += diff;
// Don't process too frequently to reduce overhead
if (m_timeSinceLastUpdate < m_updateInterval)
return;
m_timeSinceLastUpdate = 0;
// Check queue health (warn if getting full)
CheckQueueHealth();
// Process a batch of operations
ProcessBatch();
}
bool PlayerbotWorldThreadProcessor::QueueOperation(std::unique_ptr<PlayerbotOperation> operation)
{
if (!operation)
{
LOG_ERROR("playerbots", "Attempted to queue null operation");
return false;
}
std::lock_guard<std::mutex> lock(m_queueMutex);
// Check if queue is full
if (m_operationQueue.size() >= m_maxQueueSize)
{
LOG_ERROR("playerbots",
"PlayerbotWorldThreadProcessor queue is full ({} operations). Dropping operation: {}",
m_maxQueueSize, operation->GetName());
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.totalOperationsSkipped++;
return false;
}
// Queue the operation
m_operationQueue.push(std::move(operation));
// Update statistics
{
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.currentQueueSize = static_cast<uint32>(m_operationQueue.size());
m_stats.maxQueueSize = std::max(m_stats.maxQueueSize, m_stats.currentQueueSize);
}
return true;
}
void PlayerbotWorldThreadProcessor::ProcessBatch()
{
// Extract a batch of operations from the queue
std::vector<std::unique_ptr<PlayerbotOperation>> batch;
batch.reserve(m_batchSize);
{
std::lock_guard<std::mutex> lock(m_queueMutex);
// Extract up to batchSize operations
while (!m_operationQueue.empty() && batch.size() < m_batchSize)
{
batch.push_back(std::move(m_operationQueue.front()));
m_operationQueue.pop();
}
// Update current queue size stat
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.currentQueueSize = static_cast<uint32>(m_operationQueue.size());
}
// Execute operations outside of lock to avoid blocking queue
uint32 totalExecutionTime = 0;
for (auto& operation : batch)
{
if (!operation)
continue;
try
{
// Check if operation is still valid
if (!operation->IsValid())
{
LOG_DEBUG("playerbots", "Skipping invalid operation: {}", operation->GetName());
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.totalOperationsSkipped++;
continue;
}
// Time the execution
uint32 startTime = getMSTime();
// Execute the operation
bool success = operation->Execute();
uint32 executionTime = GetMSTimeDiffToNow(startTime);
totalExecutionTime += executionTime;
// Log slow operations
if (executionTime > 100)
LOG_WARN("playerbots", "Slow operation: {} took {}ms", operation->GetName(), executionTime);
// Update statistics
std::lock_guard<std::mutex> statsLock(m_statsMutex);
if (success)
m_stats.totalOperationsProcessed++;
else
{
m_stats.totalOperationsFailed++;
LOG_DEBUG("playerbots", "Operation failed: {}", operation->GetName());
}
}
catch (std::exception const& e)
{
LOG_ERROR("playerbots", "Exception in operation {}: {}", operation->GetName(), e.what());
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.totalOperationsFailed++;
}
catch (...)
{
LOG_ERROR("playerbots", "Unknown exception in operation {}", operation->GetName());
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.totalOperationsFailed++;
}
}
// Update average execution time
if (!batch.empty())
{
std::lock_guard<std::mutex> statsLock(m_statsMutex);
uint32 avgTime = totalExecutionTime / static_cast<uint32>(batch.size());
// Exponential moving average
m_stats.averageExecutionTimeMs =
(m_stats.averageExecutionTimeMs * 9 + avgTime) / 10; // 90% old, 10% new
}
}
void PlayerbotWorldThreadProcessor::CheckQueueHealth()
{
uint32 queueSize = GetQueueSize();
uint32 threshold = (m_maxQueueSize * m_queueWarningThreshold) / 100;
if (queueSize >= threshold)
{
LOG_WARN("playerbots",
"PlayerbotWorldThreadProcessor queue is {}% full ({}/{}). "
"Consider increasing update frequency or batch size.",
(queueSize * 100) / m_maxQueueSize, queueSize, m_maxQueueSize);
}
}
uint32 PlayerbotWorldThreadProcessor::GetQueueSize() const
{
std::lock_guard<std::mutex> lock(m_queueMutex);
return static_cast<uint32>(m_operationQueue.size());
}
void PlayerbotWorldThreadProcessor::ClearQueue()
{
std::lock_guard<std::mutex> lock(m_queueMutex);
uint32 cleared = static_cast<uint32>(m_operationQueue.size());
if (cleared > 0)
LOG_INFO("playerbots", "Clearing {} queued operations", cleared);
// Clear the queue
while (!m_operationQueue.empty())
{
m_operationQueue.pop();
}
// Reset queue size stat
std::lock_guard<std::mutex> statsLock(m_statsMutex);
m_stats.currentQueueSize = 0;
}
PlayerbotWorldThreadProcessor::Statistics PlayerbotWorldThreadProcessor::GetStatistics() const
{
std::lock_guard<std::mutex> statsLock(m_statsMutex);
return m_stats; // Return a copy
}