Some documentation improvements
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@@ -171,7 +171,7 @@ public:
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// Add default values for all builtin persistent variables.
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//
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// For each builtin default (plane, xyz, facing, bp, model)
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// For each builtin default (plane, xyz, facing, bp)
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//
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// - Will generate an error if a value is already present,
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// but the present value is of the wrong type.
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@@ -224,6 +224,22 @@ public:
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// Parse a string, for unit testing.
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//
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// This parses a simple notation designed to facilitate writing unit tests.
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// The notation looks like this:
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//
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// parse("plane=earth xyz=1,2,3 action:jump");
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//
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// Determining the type of the value is done as follows: First, try
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// interpreting it as boolean true or false. If that fails,
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// try interpreting it as a number. If that fails, try interpreting it as
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// a coordinate. If all else fails, it's a string. Obviously, this is a
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// limited approach: for example, there's no way to express the string "123"
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// because "123" will get interpreted as a number. But that's ok, since this
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// is purely intended for unit testing.
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//
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// Key-value pairs can have either an equal sign or a colon. If it's an equal
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// sign, the persistent bit is set, colon means not persistent.
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//
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void parse(std::string_view s);
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void clear_and_parse(std::string_view s);
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@@ -5,6 +5,13 @@
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// everything. The engine's malloc heap only contains engine data structures.
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// This helps achieve determinism when playing a replay log.
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//
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// About determinism: one of the key rules for maintaining deterministic
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// behavior is to not ever use operations that execute in arbitrary order.
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// For example, don't iterate over an unordered map, because there's no
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// rule about what order the items are produced. They could be produced
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// in a different order during replay than during the original recording.
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// Actually, you can occasionally get away with it
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//
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// The engine's eng::malloc is a thin wrapper around Doug Lea's Malloc, a good
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// general-purpose single-threaded malloc. It's probably not the fastest any
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// more (it was, once), but it's still quite good. It's also fairly easy
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@@ -13,9 +20,11 @@
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// In order to get all engine data structures into the eng::malloc heap, you
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// need to jump through quite a few hoops:
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//
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// * When writing a class, always derive from eng::opnew. This adds a
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// custom operator new to your class, which causes your class to be
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// allocated using eng::malloc.
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// * When writing a class that gets allocated using operator new,
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// always derive from eng::opnew. This adds a custom operator new
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// to your class, which causes your class to be allocated using eng::malloc.
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// If you write a class that isn't ever supposed to be allocated using
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// operator new, derive from eng::nevernew instead.
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//
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// * When using STL containers, you need to use the eng variant:
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// eng::map, eng::set, eng::vector, eng::unordered_map, eng::unordered_set,
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@@ -26,20 +35,32 @@
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// instead of std::ostringstream.
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//
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// * Simple classes like std::pair, std::string_view, std::less, std::hash, and
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// so forth are not wrapped. Do not use operator new or delete on
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// so forth are not wrapped, because it is not normal to allocate these
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// classes using operator new. Do not use operator new or delete on
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// these classes.
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//
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// * Instead of std::make_shared, use eng::make_shared. You need this
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// because std::make_shared doesn't respect your custom operator new.
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//
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// * Be aware that most C++ streams use the system malloc heap, and there's no
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// way to change that. Fortunately, eng::ostringstream uses the eng::malloc
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// heap.
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//
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// * Failing to jump through all these hoops won't break your code in any
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// obvious way - you'll just have some of your data structures in the malloc
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// heap instead of the eng::malloc heap. This can break determinism of
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// replay.
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// heap instead of the eng::malloc heap. This won't break
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// determinism unless you iterate over a data structure like an unordered map
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//
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but it creates a situation where we can't detect
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// nondeterminism.
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//
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// * Sometimes we deliberately put certain data structures into the malloc
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// heap, because we know that those particular data structures won't be
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// identical between record and replay. In that situation, the fact that
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// we don't detect the nondeterminism is actually a benefit.
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//
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// * Be aware that most C++ streams use the system malloc heap, and there's no
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// way to change that. That's ok, it's fine if some small percentage of our
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// data goes into the malloc heap. By the way, eng::ostringstream uses
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// the eng::malloc heap.
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//
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#ifndef ENG_MALLOC_HPP
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#define ENG_MALLOC_HPP
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