Handling 'units' in an RTS game - c++ - c++

I'm currently in the process of making a simple RTS style game in c++.
What i'm wondering is how to handle the creation of new units in the game (ie. making marines from the barrack). How would i store these units?
I was thinking of having a class 'unit' which would then be inherited by specific unit types (ie. marines, firebats, etc) but if i create an array for these (ie. Marines myMarines[20]) that will create a hard cap on these units.
How do i create such an array that can be expanded at will?
Thank you!

The standard library provides them std::vector template for dynamically resizable arrays. A std::vector<Marine> would be the most straightforward alternative to Marines myMarines[20].
However, you probably don't want a separate list for each unit type. It is highly likely that you will want to store all units in the same list, regardless of their type. std::vector<Unit> would sound like the obvious solution but it is not. The problem is that std::vector stores the objects by value. The following would not work right:
std::vector<Unit> v;
v.push_back(Marine("John Doe"));
The problem is that the Marine object will be copied into a Unit object, which is what the vector stores. This kind of copy results in a what is known as slicing: all the Marine specific members will be lost, and only those that exist in Unit will be stored.
One solution to this problem is to store pointers in the vector because copying pointers does not change the objects they point to. But that brings other problems. To store pointers, this means you'll need to allocate the objects dynamically. And that means that now you are responsible for destroying those objects manually. That's a tiresome and error-prone task.
The solution is to store in the vector objects that destroy the dynamically allocated objects automatically, instead of pointers. These objects are known as smart pointers. The simplest one that exists in the standard library is std::unique_ptr.
std::vector<std::unique_ptr<Unit>> v;
v.emplace_back(new Marine("John Doe"));
This is a C++11 feature. If your compiler doesn't support it you can find alternatives in the Boost libraries. Boost even includes a container that acts pretty much like a std::vector of std::unique_ptrs: boost::ptr_vector. That would be another alternative.

You will probably benefit from using an std::vector here. This will allow you to add and remove items at will, and handles dynamic memory allocation internally (without concerning you over the nitty-gritty details!).
Say you want to store a list of marines (denoted by an imaginary class CMarine in the following example):
std::vector<CMarine> marinesList;
Now to add a marine simply do this:
marinesList.push_back( CMarine( <whatever-its-constructor-takes> ) );
To access this marine you can do something like this:
CMarine& marine = marinesList.at( 0 );
marine.someVar = 33;
marine.doMethod();
(I use a reference since CMarine could very well be too bulky to pass around by value efficiently)
You can also loop through all the marines with an iterator like so:
for ( std::vector<CMarine>::iterator _it = marinesList.begin();
_it != marinesList.end(); ++_it );
{
CMarine& marine = *_it;
// Now you can do something with this marine reference
}
UPDATE:
If CMarine is polymorphic, that is, it inherits from a superclass (maybe something like CUnit in your case), and you have a 'global' vector of all units - Georg Fritzsche rightly noted that object slicing could occur (if we are storing by value). Instead you might be better off with a vector of CUnit (smart) pointers like this:
std::vector<std::unique_ptr<CUnit>> unitsList;
// To add a marine:
unitsList.push_back( new CMarine( <whatever-its-constructor-takes> ) );
Read more about vectors here.

Chances are that you don't want a separate container for each of your unit types. Therefore, you'll have to generalise a little and either use something like component based design. Once you have that in place, you'll want an std::vector<GameUnit*> or std::list<GameUnit*> in the first case, and an std::vector<GameUnit> or std::list<GameUnit> in the second case. Either way, you should be using a standard library container to store things.
You can find more information on std::vector and std::list on http://cppreference.com, although your book should already cover them. Also, see

First off, I'd create a Unit class and then subclass your units from it, so you don't have to process a bunch of separate lists. Then, I'd store pointers to the units in:
std::list< Unit * > unitList
A list lets you append however many objects you like, and, while it doesn't allow for rapid access to random members of the list, you can iterate through it easily and not have to worry about it trying to move large amounts of memory around when you delete something out of the middle of it.
One thing I like to do is have a unit register itself with the units list automatically from inside the unit's constructor. So assuming Marine is a subclass of Unit, all I would need to do would be to say:
new Marine(x_pos, y_pos);
...and a new Marine would be created and appended to the list automatically.
At this point, each frame, you can iterate through every Unit in unitList and run the unit's update function (which is a virtual function that is different for each subclass).
After the update loop, run a cleanup loop that iterates through unitsList again, finds all destroyed units, and removes them from the list and deletes them.

I say std::vector ! I usually create a base class of unit (or GameObject as I like to call them) Here's what I would have done:
class GameObject {} // Maybe has virtual methods for the Size, Location and Image?
class Barrack
{
std::vector< GameObject > gameUnits;
public:
// code
void AddUnit() { gameUnits.push_back( GameObject() ); }
void DestroyUnit(int index);
// etc. etc.
}
However, if you don't want to rely too much on inheritance, i.e you have different kinds of units and all of them don't inherit from one base class, you may try this vector_any class I implemented some days ago to hold the sprites of my RPG game:
struct element
{
element( void* data, const std::type_info& info ) : value(data), type( &info ) {}
void* value;
const std::type_info* type;
};
class type_conversion_exception : exception {};
class linked_vector
{
vector< element > stack;
public:
linked_vector() {}
template< typename T > void add_item( T& item )
{
stack.push_back( element( static_cast< void* >( &item ), typeid(item) ) );
}
template< typename T > T& get_item( int index )
{
if ( *( stack[index].type ) == typeid( T ) )
{
return *( static_cast< T* >( stack[index].value ) );
}
else throw type_conversion_exception();
}
};
You can use it for your game units like this.
linked_vector gameUnits;
MilitaryUnit mUnit;
AirUnit aUnit;
gameUnits.add_item( mUnit );
gameUnits.add_item( aUnit );
try{ draw( gameUnits.get_item< MilitaryUnit >(0) ); }
catch( type_conversion_exception e ) { /* error handling */ }
// etc. etc.

The choice between vector and list is a tricky one. Every time you push_back() on the vector, the whole vector is reallocated and copied. A list doesn't have this issue. Neverthless, you could preallocated the vector and have a unit cap - this is fine unless you want effectively 'unlimited' units on a map, but you probably don't.
As for lookup, the vector has constant time lookup for any index, but how often would you want to jump to a particular index? When it comes to iterating over a whole list or vector I don't think there's any performance difference.
Also, when you want to remove a Unit (when it's killed) from a vector you would have some more reallocate and shuffle issues, a list can remove any item much more efficiently.
I'm personally leaning towards a list.
And as already stated the container you choose should hold pointers to the unit base class.

Related

How to make a dynamic storage of objects (c++)

I am a beginner to programming and I am trying to find a way to create a dynamic storage of objects of my pigeon class. Here is my code:
class pigeon {
public:
pigeon(std::string nameI);
void outputInfo();
private:
std::string name;
};
The idea is that I want to be able to add a new object, have a place to store its information, then be able to add another object, and so on. I have no idea where to start with this or even what data structure to use, I have no experience storing objects.
As it was already pointed out in the comments, you should preferably use a container that handles its resources following the RAII/RDID-idiom ( "Resource Acquisition Is Initialisation" / "Resource Destruction is Deletion") so you don't have to worry about it yourself. This is also a simple way of preventing resource leaks when an exception is thrown.
One of the commonly used containers of the C++ standard library is std::vector<>.
You'd use it like this (just to give you an initial idea, please refer to the documentation for further explanation and examples):
#include <vector>
// ...
{
std::vector<pigeon> pigeons;
pigeons.push_back("Karl"); // add three pigeons
pigeons.push_back("Franz"); // at the end of the
pigeons.push_back("Xaver"); // vector
pigeons[1]; // access "Franz"
for(auto /* maybe const */ &p : pigeons) { // iterate over the vector
// do something with pigeon p
}
} // pigeons goes out of scope, its destructor is called which
// takes care of deallocating the memory used by the vector.
Make vector with pointer of your class:
std::vector<pigeon*> pigeons;
Then allocate new pigeon object and push it into your vector:
pigeon * pig = new pigeon("pigeon");
pigeons.push_back(pig);

Contiguous Memory

So i'm performing the same function on a large set of objects. To my understanding, it's better to keep this set of objects in contiguous memory space for better time.
std::vector<MyObject> myObjects;
// Fill vector with thousands of objects
for( auto const& obj listMyObjects ) { obj.doThing(); }
Note: myObjects lives for the lifetime of the application and is changing constantly.
In other parts of my code, I want to work directly with a single instance of MyObject. Normally I'd wrap my vector with a class like MyObjectManager and make a getter:
MyObject * obj = MyObjectManager::getObject( "OBJECT_NAME" );
obj->setName( "NEW_NAME" );
But this is error-prone as the pointer may be invalidated if the vector is resized. This leaves me to using an index or id instead, and effect all changes through the the manager
int objId = MyObjectManager::getObject( "OBJECT_NAME" );
MyObjectManager::setObjectName( objId, "NEW_NAME" );
But I don't feel this is the best way as it tightly couples my manager and object class. So I thought about creating an interface for objects that is a friend of the manager:
class MyObject
{
std::string myName;
}
class MyObjectInterface
{
int myId;
MyObjectInterface( int id ) { myId = id; }
void setName( std::string name ) { MyObjectManager::myObjects.at( myId ).name = name; }
}
class MyObjectManager
{
friend class MyObjectInterface;
static std::vector<MyObject> myObjects;
static MyObjectInterface getObject( std::string name ) { return MyObjectInterface( myObjects.find( name ) ); // Psuedo code }
}
MyObjectInterface obj = MyObjectManager::getObject( "OBJECT1" );
obj.setName( "OBJECT2" );
Note: Excuse issues in the code. This is more about the idea then it is about the code.
While this seems like it'll work, I'm curious if I've reasoned about the issue correctly and whether this solution is over-complicating things? Would love some insight, thanks.
I think it is reasonable to use an index or an id instead of a pointer for long-lived references to objects in a vector for the reasons you give. I think it is also reasonable to wrap that id in a class for more type safety.
But I would normally stop short of making that class a full proxy for the real object. If the vector is really changing "constantly" from multiple threads then even something like
MyObjectManager::myObjects.at( myId ).name = name;
is not safe. Between getting the reference to the object using at and setting the name, the vector could have been resized and your reference could be invalidated.
You normally need to have some local guarantee in performance critical code that the vector is not going to be resized and it is safe to use references or pointers. The cost of looking up objects by id in a tight loop will probably outweigh any benefits you are getting from data locality anyway.
Overuse of MyObjectInterface is probably going to be the enemy of data locality given that unlike MyObject they are not guaranteed to be contiguous in memory.
If MyObjectInterface and/or MyObjectManager are actually required to provide complicated synchronization machinery then I suggest you post a separate question that includes that.

Converting "handle" to void*, how to create and store? When to delete?

Introduction
I have created a poll data structure for a game engine, as explained in:-
http://experilous.com/1/blog/post/dense-dynamic-arrays-with-stable-handles-part-1
In short, the structure stores values, instead of pointers.
Here is a draft.
template<class T> class Handle{
int id;
}
template<class T> class PackArray{
std::vector <int>indirection ; //promote indirection here
std::vector <T>data;
//... some fields for pooling (for recycling instance of T)
Handle<T> create(){
data.push_back(T());
//.... update indirection ...
return Id( .... index , usually = indirection.size()-1 .... )
}
T* get(Handle<T> id){
return &data[indirection[id.id]];
//the return result is not stable, caller can't hold it very long
}
//... others function e.g. destroy(Id<T>) ...
}
Problem
Most steps of the refactor to adopt this new data structure are simple, e.g.
Bullet* bullet= new Bullet(); //old version
Handle<Bullet> bullet= packBulletArray.create(); //new version
The problem start when it come to some interfaces the require pointer.
As an example, one of the interfaces is the physic engine.
If I want the engine's collision callback, physic engines likes Box2D and Bullet Physics requires me to pass void*.
Bullet* bullet= .... ;
physicBody->setUserData(bullet); <-- It requires void*.
Question: How should I change the second line to a valid code?
Handle<Bullet> bullet = .... ;
physicBody->setUserData( ???? );
Caution:
(1) There is no guarantee that this instance of "Handle" will exist in the future.
physicBody->setUserData( &bullet ); //can't do this
//e.g. "Handle<Bullet> bullet" in the above code is a local variable, it will be deleted soon
(2) There is no guarantee that the underlying object of "bullet" will exist in the same address in the future.
physicBody->setUserData( bullet->get() ); //can't do this
//because "std::vector<T> data" may reallocate in the future
The answer can assume that:
(1) "physicBody" is encapsulated by me already. It can cache generic pointers if requires, but caching a value of Handle is not allowed, because it creates a severe coupling.
(2) "bullet" has a way to access the correct "physicBody" via its encapsulator. "physicBody" is always deleted before "bullet".
(3) "Handle" also cache "PackArray*", this cache is always a correct pointer.
I guess the solution is something about unique-pointer / make_pointer, but I don't have enough experience to use them for this problem.
P.S. I care about performance.
For reference, this is a sequel of a question create dense dynamic array (array of value) as library that has been solved.

Alternatives to an Object Pool?

I'm not quite sure that I need an object pool, yet it seems the most viable solution, but has some un-wanted cons associated with it. I am making a game, where entities are stored within an object pool. These entities are not allocated directly with new, instead a std::deque handles the memory for them.
This is what my object pool more or less looks like:
struct Pool
{
Pool()
: _pool(DEFAULT_SIZE)
{}
Entity* create()
{
if(!_destroyedEntitiesIndicies.empty())
{
_nextIndex = _destroyedEntitiesIndicies.front();
_destroyedEntitiesIndicies.pop();
}
Entity* entity = &_pool[_nextIndex];
entity->id = _nextIndex;
return entity;
}
void destroy(Entity* x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
}
private:
std::deque<Entity> _pool;
std::queue<int> _destroyedEntitiesIndicies;
int _nextIndex = 0;
};
If I destroy an entity, it's ID will be added to the _destroyedEntitiesIndicies queue, which will make it so that the ID will be re-used, and lastly it's ID will be set to 0. Now the only pitfall to this is, if I destroy an entity and then immediately create a new one, the Entity that was previously destroyed will be updated to be the same entity that was just created.
i.e.
Entity* object1 = pool.create(); // create an object
pool.destroy(object1); // destroy it
Entity* object2 = pool.create(); // create another object
// now object1 will be the same as object2
std::cout << (object1 == object2) << '\n'; // this will print out 1
This doesn't seem right to me. How do I avoid this? Obviously the above will probably not happen (as I'll delay object destruction until the next frame). But this may cause some disturbance whilst saving entity states to a file, or something along those lines.
EDIT:
Let's say I did NULL entities to destroy them. What if I was able to get an Entity from the pool, or store a copy of a pointer to the actual entity? How would I NULL all the other duplicate entities when destroyed?
i.e.
Pool pool;
Entity* entity = pool.create();
Entity* theSameEntity = pool.get(entity->getId());
pool.destroy(entity);
// now entity == nullptr, but theSameEntity still points to the original entity
If you want an Entity instance only to be reachable via create, you will have to hide the get function (which did not exist in your original code anyway :) ).
I think adding this kind of security to your game is quite a bit of an overkill but if you really need a mechanism to control access to certain parts in memory, I would consider returning something like a handle or a weak pointer instead of a raw pointer. This weak pointer would contain an index on a vector/map (that you store somewhere unreachable to anything but that weak pointer), which in turn contains the actual Entity pointer, and a small hash value indicating whether the weak pointer is still valid or not.
Here's a bit of code so you see what I mean:
struct WeakEntityPtr; // Forward declaration.
struct WeakRefIndex { unsigned int m_index; unsigned int m_hash; }; // Small helper struct.
class Entity {
friend struct WeakEntityPtr;
private:
static std::vector< Entity* > s_weakTable( 100 );
static std::vector< char > s_hashTable( 100 );
static WeakRefIndex findFreeWeakRefIndex(); // find next free index and change the hash value in the hashTable at that index
struct WeakEntityPtr {
private:
WeakRefIndex m_refIndex;
public:
inline Entity* get() {
Entity* result = nullptr;
// Check if the weak pointer is still valid by comparing the hash values.
if ( m_refIndex.m_hash == Entity::s_hashTable[ m_refIndex.m_index ] )
{
result = WeakReferenced< T >::s_weakTable[ m_refIndex.m_index ];
}
return result;
}
}
This is not a complete example though (you will have to take care of proper (copy) constructors, assignment operations etc etc...) but it should give you the idea what I am talking about.
However, I want to stress that I still think a simple pool is sufficient for what you are trying to do in that context. You will have to make the rest of your code to play nicely with the entities so they don't reuse objects that they're not supposed to reuse, but I think that is easier done and can be maintained more clearly than the whole handle/weak pointer story above.
This question seems to have various parts. Let's see:
(...) If I destroy an entity and then immediately create a new one,
the Entity that was previously destroyed will be updated to be the
same entity that was just created. This doesn't seem right to me. How
do I avoid this?
You could modify this method:
void destroy(Entity* x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
}
To be:
void destroy(Entity *&x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
x = NULL;
}
This way, you will avoid the specific problem you are experiencing. However, it won't solve the whole problem, you can always have copies which are not going to be updated to NULL.
Another way is yo use auto_ptr<> (in C++'98, unique_ptr<> in C++-11), which guarantee that their inner pointer will be set to NULL when released. If you combine this with the overloading of operators new and delete in your Entity class (see below), you can have a quite powerful mechanism. There are some variations, such as shared_ptr<>, in the new version of the standard, C++-11, which can be also useful to you. Your specific example:
auto_ptr<Entity> object1( new Entity ); // calls pool.create()
object1.release(); // calls pool.destroy, if needed
auto_ptr<Entity> object2( new Entity ); // create another object
// now object1 will NOT be the same as object2
std::cout << (object1.get() == object2.get()) << '\n'; // this will print out 0
You have various possible sources of information, such as the cplusplus.com, wikipedia, and a very interesting article from Herb Shutter.
Alternatives to an Object Pool?
Object pools are created in order to avoid continuous memory manipulation, which is expensive, in those situations in which the maximum number of objects is known. There are not alternatives to an object pool that I can think of for your case, I think you are trying the correct design. However, If you have a lot of creations and destructions, maybe the best approach is not an object pool. It is impossible to say without experimenting, and measuring times.
About the implementation, there are various options.
In the first place, it is not clear whether you're experiencing performance advantages by avoiding memory allocation, since you are using _destroyedEntitiesIndicies (you are anyway potentially allocating memory each time you destroy an object). You'll have to experiment with your code if this is giving you enough performance gain in contrast to plain allocation. You can try to remove _destroyedEntitiesIndicies altogether, and try to find an empty slot only when you are running out of them (_nextIndice >= DEFAULT_SIZE ). Another thing to try is discard the memory wasted in those free slots and allocate another chunk (DEFAULT_SIZE) instead.
Again, it all depends of the real use you are experiencing. The only way to find out is experimenting and measuring.
Finally, remember that you can modify class Entity in order to transparently support the object pool or not. A benefit of this is that you can experiment whether it is a really better approach or not.
class Entity {
public:
// more things...
void * operator new(size_t size)
{
return pool.create();
}
void operator delete(void * entity)
{
}
private:
Pool pool;
};
Hope this helps.

Set of shared_ptr and set function count

I have a set of shared pointers.
I want to make a function that checks if a shared pointer exists in it.
I assumed I need to use set.count to get it.
But I get 0 all the time... even though the shared pointer exists in there.
So my question is: how does count compare shared pointers?
Please bare in mind I am new to C++, I can provide with code, but there's a lot of it.
EDIT 2:
The function that checks the building and adds a car.
void Garage::addCar(Car& n, Building& m){
shared_ptr<Building> mm(new Building(m));
if (this->Buildings.count(mm) == 0){
cout << m.name << " doesn't exist in " << this->name << "." << endl;
return;
}
shared_ptr<Car> s(new Car(n));
m.addCar(s);
Cars.insert(s);
}
Function that creates Buildings
Building Garage::create Building(string name){
shared_ptr< Building> f_ptr(new Building(name));
Buildings.insert(f_ptr);
return (*f_ptr);
}
Class garage
class Garage {
public:
Garage(string name);
~Garage();
void admitCar(Car& n, Building& m);
void dismissCar(Car& n, Building& m);
void employEmployee(Employee& n, Building& m);
void dismissEmployee(Employee& n, Building& m);
Building createBuilding(string name);
void deleteBuilding(Building&);
private:
int nextIndex;
string name;
set<shared_ptr<Building> > Buildings;
set<shared_ptr<Employee> > Employees;
set<shared_ptr<Car> > Car;
}
Whenever I want to add a car to a building, it says that that building doesnt exist in that garage...
SOLUTION(my own):
bool Garage::hasBuilding(shared_ptr<Building> f){
return (this->Buildings.count(f) != 0);
}
This is the function I created. It works.
I tried Jonathan Wakely and LiKao ways but they were a bit too complicated for me and I had problems which again I couldn't myself solve.
Thank You for the help :)
The pointers you are comparing are different, because they are pointing to different objects. Whenever you say new Building a new building will be created, although it my have the same name as an older building. Hence any pointer to that new Building will be different to any pointer to the old Building from which the new one was created. Hence the comparison is correct, the new Building is not present in the set (you just created it by copying so it cannot be present).
You want a set, which can be compared based on a property of the object the pointer points to. For this you need to add a different comparison function which looks into the pointer to the object. Something like this should work:
struct less_building : std::binary_function<std::shared_ptr<Building>,std::shared_ptr<Building>,bool> {
bool operator()( const std::shared_ptr<Building> & b1, const std::shared_ptr<Building> & b2 ) {
return std::less( b1->name, b2->name );
}
};
This may need some friends declaration depending on your definition of Building, but in general something like this will do the trick.
NOTE1:
Be sure to understand the implications of this, before you use this trick. Using this comparator will mean, that no two Buildings in your set can have the same name, irregardless of any other attribute they may have. Each pair of Buildings which have the same name will afterwards be considered the same Building. Depending on your modelling domain, this may or may not be what you want.
In case you want to also compare other attributes in case the names are the same, then you have to add this to your comparison functor. However then that means that there can be no two Buildings which have the same set of attributes. Again, this may or may not be what you want, depending on the problem.
NOTE2:
Usually it is very inconvenient, to mix std::shared_ptr and references to the same types of objects, which also leads to the problem you are experiences. If you are using std::shared_ptr for a type at any place, you should try to be consistent and only pass these std::shared_ptr around. The reason is, that converting from a std::shared_ptr to a reference (for example using operator*()) is much like a one-way function. I.e. you can get the reference from a std::shared_ptr but it is very hard to get back the std::shared_ptr from the reference. I can think of two ways to get back the std::shared_ptr once you decayed it to a reference, but one requires you to change the object (deriving from std::enable_shared_from_this<Building>) and the other just smells very badly of unclean code (creating a new std::shared_ptr with a no-op deleter to the address of the reference). So I would not recommend either ways.
Instead either choose a design which fits your problem domain, as shown above. Or keep the std::shared_ptr from decaying. If you pass them around as (const)-references to the std::shared_ptr this will not actually cost much more than just passing around the pointer itself.
Based on your "edit 2", I think I see your misunderstanding. These are two completely unrelated shared pointers:
Building m;
shared_ptr<Building> a(new Building(m));
shared_ptr<Building> b(new Building(m));
They will not match inside a std::set.
However, these are related pointers:
Building m;
shared_ptr<Building> a(new Building(m));
shared_ptr<Building> b = a;
So they will match inside a std::set.
Essentially, the comparisons are performed on the pointers, not on the underlying objects.
To answer your question
how does count compare shared pointers?
The comparison is done using the std::shared_ptr's get() method, meaning the managed pointers are compared. Conserning std::set<std::shared_ptr<T>>, the relevant comparison is bool operator<.
See here for more information.
I want to make a function that checks if a shared pointer exists in it.
I don't think you do.
shared_ptr<Building> mm(new Building(m));
if (this->Buildings.count(mm) == 0){
How can the shared pointer mm exist in the set when you've just created it there, and it points to a brand new object you've just created? How could they have got in the set between you creating them and looking for them in the set?
I think you want to check if a Building exists in it, by comparing the building's values, you don't care if a specific object or a specific shared pointer is in the set.
You could either search the set, comparing m to the building pointed to by every element:
void Garage::addCar(Car& n, Building& m){
bool found = false;
for (auto& shptr : Buildings)
{
if (*sp == m) // dereference shared_ptr to compare the Building
{
found = true;
break;
}
}
or use a custom comparison in the set, as in this answer.