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Refactor existing lifecycle into a more modular PluginModule #43
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feat(module): Created PluginModule class for modular plugin lifecycle
refactor: Start refactoring RandomEventHelper to modular plugin lifecycle
refactor(surpriseexam): Migrate SurpriseExamHelper to PluginModule lifecycle
feat(PluginModule): Add #isLoggedIn to check if the player is logged infeat(surpriseexam): Improve support for starting during active event
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refactor(captarnav): Migrate PirateHelper to PluginModule lifecycle
refactor(mime): Migrate MimeHelper to PluginModule lifecycle
feat(mime): Improve support for starting during active event, overlay, refactor
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Note, while testing the Mime module, I noticed that starting and stopping the refactored Gravedigger module (multiple times) seems to have overlay issues again when switching back to field injection for both overlays. |
refactor(drilldemon): Migrate DrillDemonHelper to PluginModule lifecycle
feat(drilldemon): Improve support for starting during active event
It's probably better to have kept the varbit initialization within #onNpcChanged, but I wanted to keep everything inline for the future. I want to handle varbit inits #onStartUp. Though looking back, I may have to reconsider this due to the way GravediggerHelper is implemented. Also, it does spam the log with 4/8 writes due to the varbit value being 0 and reaching Random-Event-Helper/src/main/java/randomeventhelper/randomevents/drilldemon/DrillDemonHelper.java Lines 235 to 248 in 773da8d
The log being log.warn("Drill Demon exercise varbit changed to unknown value: {}", exerciseVarbitValue); , but that's expected because of how Jagex inits the varbs to 0. I could just ignore it, but I think it'd be better to just have it for now.
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refactor(beekeeper): Migrate BeekeeperHelper to PluginModule lifecycle
feat(beekeeper): Improve support for starting during active event
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feat(captarnav): Improve support for starting during active event
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refactor(quizmaster): Migrate QuizMasterHelper to PluginModule lifecycle
feat(quizmaster): Improve support for starting during active event
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refactor(sandwich): Migrate SandwichLadyHelper to PluginModule lifecycle
feat(sandwich): Improve support for starting during active event
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Random-Event-Helper/src/main/java/randomeventhelper/randomevents/gravedigger/GravediggerHelper.java Lines 56 to 59 in f1f4377
Random-Event-Helper/src/main/java/randomeventhelper/randomevents/gravedigger/GravediggerHelper.java Lines 100 to 104 in f1f4377
The issue was that I forgot to re-inject the gravediggerItemOverlay as a part of the refactor. As you can see from the snippets above, it was defined but never injected/created. Also, in the future, this is a good reference to have: https://github.com/google/guice/wiki/CyclicDependencies |
refactor(gravedigger): Migrate GravediggerHelper to PluginModule lifecycle
feat(gravedigger): Improve support for starting during active event
fix(gravedigger): Fix NPE when starting plugin with an empty grave
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refactor(maze): Migrate MazeHelper to PluginModule lifecycle
refactor(maze): Remove now redundant cold start handling
fix(maze): Fix not clearing the current path when plugin is shutdown |
refactor(freakyforester): Migrate FreakyForesterHelper to PluginModule lifecycle
feat(freakyforester): Improve support for starting during active event
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fix(maze): Fix not showing path on restart, use instanced WorldPoint instead
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refactor(pinball): Migrate PinballHelper to PluginModule lifecycle
feat(pinball): Improve support for starting during active event
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I realized that I forgot about event race conditions. For example, when refactoring the Pinball module, even though I was calling ClientThread#invokeLater, sometimes my required variables were null/not populated due to that happening during game events such as GameObjectSpawned. The sequence would look like the following:
I think it will be a good idea to reference back to any event that had to fake sending events on startup and specifically Varbit related events. WidgetLoaded
VarbitChanged
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fix(drilldemon): Use #invokeLater to fix possible race conditions
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- Created an abstract class PluginModule to better handle multiple modules within the plugin and to appropriately handle the lifecycle - Construct injected common fields such as OverlayManager, Client, and the config - Field injected on-demand fields such as EventBus and GameEventManager - Automatically (un)registers the module from the EventBus - Re-fire various events by utilizing GameEventManager#simulateGameEvents within #startUp - Abstracted #onStartUp to handle module starts, #onShutdown to handle module stops, and #isEnabled to determine the status of the module
…ycle - Removed prior injections that have yet to be refactored - Refactored #startUp, #shutDown, and #onConfigChanged to utilize the new modular system to handle state changes
- Improved handling initial runs when (re)starting the plugin when already inside the Surprise Exam random event - Primarily for when the puzzle interface is already on screen
- Refactored PirateHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected PirateHelper and added it to the pluginModulesMap
- Refactored MimeHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected MimeHelper and added it to the pluginModulesMap
…, refactor - Improved handling initial runs when (re)starting the plugin when already inside the Mime random event - Primarily for when the emote button interface is already on screen - Change Mime text when undetermined emote answer - Use default font size for overlay - Refactored Mime animation checks and answer updating into #updateMimeAnimation
- Refactored DrillDemonHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected DrillDemonHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when already inside the Drill Demon random event - Fix race condition issue with events - primarily regarding #onGroundObjectSpawned and exerciseMatsMultimap
- Refactored BeekeeperHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected BeekeeperHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when already inside the Beekeeper random event - Avoid constantly appending corresponding number to destination widget label
- Improved handling initial runs when (re)starting the plugin when doing Capt' Arnav's Chest random event - Add missing isSolved = false assignment within PirateChestSolver#isChestCorrectlySet
- Refactored QuizMasterHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected QuizMasterHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when doing Quiz Master random event
- Refactored SandwichLadyHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected SandwichLadyHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when doing Sandwich Lady random event
…cycle - Refactored GravediggerHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Re-inject GravediggerOverlay - Injected GravediggerHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when doing Gravedigger random event - Removed reliance on #onGameTick and `initiallyEnteredGraveDiggerArea` - Allow the plugin lifecycle's #startUp and specifically GameEventManager#simulateGameEvents to handle re-posting events - Migrate over ItemContainerChanged and VarbitChanged re-posts and fetching of sprites/images to #onStartUp - Removed unnecessary event listeners for GameTick and NpcSpawned
- Fix NPE that was thrown as a result of grave#getFilledGrave being null such as when starting the plugin with an empty grave - Now fetching either a filled or empty grave depending on which is available -> skipping if both null
- Refactored MazeHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected MazeHelper and added it to the pluginModulesMap
- Removed no longer needed event listener for GameTick - Removed no longer needed variables that help track first start or required for cold start support
…e lifecycle - Refactored FreakyForesterHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected FreakyForesterHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when doing Freaky Forester random event
…instead - Fixed an issue where the Shortest Path wasn't properly calculated/rendered upon restarts/cold-starts - Now uses the player's LocalPoint and converts it to an instanced WorldPoint (WorldPoint#fromLocalInstance) as the starting WorldPoint for the path generation - Modified logging to reflect usage of point types
- Refactored PinballHelper to the modular plugin lifecycle - Now extends PluginModule and implements respective methods, moving the existing start/stop login there - Use constructor injection and removed duplicate field injections - Injected PinballHelper and added it to the pluginModulesMap
- Improved handling initial runs when (re)starting the plugin when doing Pinball random event
- Other modules rely on #invokeLater, so this also maintains consistency
- Refactored plugin to adopt a new PluginModule lifecycle - Migrated all existing random event helpers to the new lifecycle - Greatly improved cold start support and cleaned up the codebase - (gravedigger) Fixed a NPE when starting the plugin while a grave is not filled - (maze) Now clears the path when the module is shutdown - (maze) Fixed not showing the path properly when restarting/cold starting due to a wrong destination
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This PR is an attempt to better modularize my existing codebase and plugin lifecycle by using abstraction and primarily constructor injection. The few benefits to this refactor are:
Events Implemented and Tested
feat(module): Created PluginModule class for modular plugin lifecycle