perf(productionupdate): Simplify and correct implementations of cancel functions in ProductionUpdate - #3270
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PR Summary by QodoSimplify production cancellation and preserve CRC-safe cleanup
AI Description
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High-Level Assessment
Files changed (2)
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| Filename | Overview |
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| Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h | Changes upgrade cancellation to return success and declares internal queue-entry cancellation helpers. |
| Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp | Centralizes unit and upgrade cancellation around live queue-entry pointers and revises complete-queue cleanup. |
| GeneralsMD/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h | Mirrors the Generals interface and helper declaration changes. |
| GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp | Mirrors the Generals pointer-based cancellation and cleanup implementation. |
Flowchart
%%{init: {'theme': 'neutral'}}%%
flowchart TD
A[Cancellation request] --> B{Public or internal caller?}
B -->|Public| C[Locate matching queue entry]
B -->|Internal| D[Use current queue entry]
C --> E{Entry found?}
E -->|No| F[Return FALSE]
E -->|Yes| D
D --> G{Cancellation allowed?}
G -->|No| F
G -->|Yes| H[Refund production cost]
H --> I[Remove entry from queue]
I --> J[Delete entry]
J --> K[Clear player upgrade state when applicable]
K --> L[Return TRUE]
Reviews (2): Last reviewed commit: "Replicate in Generals" | Re-trigger Greptile
Code Review by Qodo
1. Players lose queued-production refunds
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I'll see if I can run some replays against this. |
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Can the title be simplified too? :) |
Simplified :) |
4,000 replays run. No issues. |
…:cancelUnitCreate, ProductionUpdate::cancelUpgrade and revert ProductionUpdate::cancelAndRefundAllProduction closer to what it did originally
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Replicated in Generals with 1 conflict. |
* bugfix(gamewindow): Remove destroyed windows from the modal stack and prevent duplicate modals for the same window (TheSuperHackers#3224) * feat(commandline): Add working directory command line options (TheSuperHackers#3149) Append -useCwd to apply the startup working directory, -setCwd "path" to apply a custom working directory, otherwise it falls back to the default executable working directory * bugfix(neutronmissile): Fix and improve Nuke Missile damage for large objects inside the outer blast radius (TheSuperHackers#3161) * bugfix(dozeraiupdate): Fix issue where builders could resume completed tasks after being disabled (TheSuperHackers#2793) * refactor(milesaudiomanager): Use consistent variable names for PlayingAudio in MilesAudioManager (TheSuperHackers#3254) * refactor(milesaudiomanager): Simplify MilesAudioManager::notifyOfAudioCompletion() (TheSuperHackers#3254) * refactor(milesaudiomanager): Simplify MilesAudioManager::findLowestPrioritySound() (TheSuperHackers#3254) * bugfix(milesaudiomanager): Fix premature 2d and 3d sound cancellations from MilesAudioManager::stopAudioEvent() (TheSuperHackers#3254) * bugfix(milesaudiomanager): No longer use stopped audio in queries and updates (TheSuperHackers#3254) * refactor(bink): Replace the Bink SDK stub with a Bink runtime loader (TheSuperHackers#3272) The Bink SDK stub was linked as an import library, so binkw32.dll had to be resolvable while the process image was still loading, long before WinMain and therefore long before the command line was parsed. That is why -setCwd could not point a build at a retail installation: the working directory it selects is set far too late to influence how the library is found. BinkLoader loads binkw32.dll explicitly once BinkVideoPlayer is initialized, at which point the working directory is final. The Bink functions declared in bink.h are now ordinary functions that forward to the matching export of the loaded module, so no call site changes. An unresolved function returns the same neutral value the stub library returned, which means a missing binkw32.dll disables video playback instead of preventing the game from starting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * refactor(miles): Replace the Miles SDK stub with a Miles runtime loader (TheSuperHackers#3272) The Miles SDK stub was linked as an import library, so mss32.dll had to be resolvable while the process image was still loading, long before WinMain and therefore long before the command line was parsed. That is why -setCwd could not point a build at a retail installation: the working directory it selects is set far too late to influence how the library is found. MilesLoader loads mss32.dll explicitly once the audio device is opened, at which point the working directory is final. The Miles functions declared in mss/mss.h are now ordinary functions that forward to the matching export of the loaded module, so no call site changes. An unresolved function returns the same neutral value the stub library returned, which means a missing mss32.dll turns audio off instead of preventing the game from starting. Nine declarations were dropped along the way, because the retail mss32.dll does not export them and nothing has called them since they were replaced by their volume_pan counterparts: AIL_sample_volume, AIL_set_sample_volume, AIL_sample_pan, AIL_set_sample_pan and the four stream equivalents, plus AIL_open_stream_by_sample. The MSS_auto_cleanup hook was dropped as well, because its atexit handler would have called AIL_shutdown after the module was already freed. All 92 remaining exports were verified to resolve against the retail mss32.dll. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * refactor(miles): Fix the written primitive types in mss.h and all its call sites; no ABI changes (TheSuperHackers#3272) * perf(productionupdate): Simplify and correct implementations of cancel functions in ProductionUpdate (TheSuperHackers#3270) * chore(gamememory): Compile out the memory link tester in Release (TheSuperHackers#3266) * perf(gamememory): Early exit delete and free functions on null pointer (TheSuperHackers#3266) * perf(gamememory): Inline preMainInitMemoryManager (TheSuperHackers#3266) * perf(gamememory): Add overloads for the deletes with size_t argument (TheSuperHackers#3266) * chore(gamememory): Remove superfluous extern keywords from operator overloads (TheSuperHackers#3266) * perf(gamememory): Remove unnecessary calls to preMainInitMemoryManager from delete and free functions and make freeBytes noexcept to get rid of EH frame (TheSuperHackers#3266) * fix(gamefont): Ceil font glyph buffer size to the actual glyph size to prevent a buffer write overflow (TheSuperHackers#3268) * refactor(particlesys): Parse IsGroundAligned as an enum instead of a boolean (TheSuperHackers#3265) * ci(release): Stop requesting permissions from the reusable workflow (TheSuperHackers#3276) * refactor(basetype): Add utility functions to Region and Coord types (TheSuperHackers#3271) New functions are: intersectWith, uniteWith for IRegion3D, IRegion2D, Region3D, Region2D updateMin, updateMax for ICoord3D, ICoord2D, Coord3D, Coord2D asICoord2D, asCoord2D for ICoord3D, Coord3D * build(cmake): Add retail compatibility option in CMake config (TheSuperHackers#2379) RTS_BUILD_OPTION_RETAIL_COMPATIBLE_GAME=DEFAULT/ON/OFF * bugfix(meshmatdesc): Fix mesh material color processing (TheSuperHackers#3246) * ci: Restore CI workflow permission compatibility (TheSuperHackers#3286) * chore: Remove trailing commas in braced initializers that break clang-format's compact layout (TheSuperHackers#3274) Scoped to comment-free array/struct literals (BorderColors, TeamGeneric, BezierSegment, GameMemoryInitPools, BFISH, Properties, Scripts) where clang-format explodes each element onto its own line without this. * chore(license): Add SPDX-License-Identifier to LICENSE.md (TheSuperHackers#3290) Helps github detect the license version * bugfix(pathfinder): Restore Generals retail compatibility after crash fix changes to Pathfinder::findAttackPath (TheSuperHackers#3289) * feat(recorder): Play a replay file from the command line (TheSuperHackers#3227) Use -loadreplay <file> as a command line argument to load the replay with full game context * fix(audio): Copy SoundSceneObjClass state safely (TheSuperHackers#3247) * fix(hash): Fix initialization of HashTableIteratorClass and make it work with an empty HashTableClass (TheSuperHackers#3284) * chore(pathfinder): Remove superfluous CPOP_STARTS_FROM_PREV_SEG macro (TheSuperHackers#3295) * fix(milesaudiomanager): Prevent heap-buffer-overflow read in MilesAudioManager::selectProvider() (TheSuperHackers#3281) * bugfix(filesystem): Preserve write paths with missing directories (TheSuperHackers#3104) * perf(pathfinder): Optimize appending node to end of the path (TheSuperHackers#3198) PathNode::appendToList() walks the entire list from the head to find the tail on every call, making repeated appendNode() calls O(n^2) in path length. Path already tracks m_pathTail, so append directly onto it in O(1) instead. Removed PathNode::appendToList() as it is not used anywhere else. * perf(pathfinder): Take parents cell's position outside of for-loop for optimization (TheSuperHackers#3198) The parent cell's world position fromPos never changes across the neighbour loop, so compute it once instead. * perf(pathfinder): Remove redundant isCrusher recomputation for optimization (TheSuperHackers#3198) * ci(windows): make bink and miles runtime stubs optional in build artifacts * fix(platform): preserve POSIX startup working directory and set Flatpak asset paths * docs(worklog): document CI fixes and verification for upstream sync PR 304 --------- Co-authored-by: ArcticDolphin <5984296+tintinhamans@users.noreply.github.com> Co-authored-by: Jacob Lane Ledbetter <23038070+CryoTheRenegade@users.noreply.github.com> Co-authored-by: xezon <4720891+xezon@users.noreply.github.com> Co-authored-by: Stubbjax <11547761+Stubbjax@users.noreply.github.com> Co-authored-by: Claude Opus 5 <noreply@anthropic.com> Co-authored-by: stm <14291421+stephanmeesters@users.noreply.github.com> Co-authored-by: mirelle7 <115191165+mirelle7@users.noreply.github.com> Co-authored-by: Caball009 <82909616+Caball009@users.noreply.github.com> Co-authored-by: Bobby Battista <bobtista@gmail.com> Co-authored-by: SkyAero <21192585+Skyaero42@users.noreply.github.com>
This change simplifies the implementations of
ProductionUpdate::cancelUnitCreateandProductionUpdate::cancelUpgradeso that internally they can operate straight on the ProductionEntry pointer instead of looking for it in the list again by its ID.And it reverts
ProductionUpdate::cancelAndRefundAllProductioncloser to what it did originally to prevent potential CRC mismatches (ifcancelUpgradewould fail somehow) after #2399.TODO