Conditions | 11 |
Paths | 105 |
Total Lines | 108 |
Code Lines | 61 |
Lines | 108 |
Ratio | 100 % |
Changes | 2 | ||
Bugs | 0 | Features | 0 |
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
1 | <?php |
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66 | public function doPhase($story) |
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67 | { |
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68 | // shorthand |
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69 | $st = $this->st; |
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70 | $storyResult = $story->getResult(); |
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71 | |||
72 | // keep track of what happens with the action |
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73 | $phaseResult = $this->getNewPhaseResult(); |
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74 | |||
75 | // do we have anything to do? |
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76 | if (!$story->hasActions()) |
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77 | { |
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78 | $phaseResult->setContinuePlaying( |
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79 | $phaseResult::HASNOACTIONS, |
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80 | "story has no action instructions" |
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81 | ); |
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82 | return $phaseResult; |
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83 | } |
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84 | |||
85 | try { |
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86 | // do any setup |
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87 | $this->doPerPhaseSetup(); |
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88 | |||
89 | $callbacks = $story->getAction(); |
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90 | foreach ($callbacks as $action) { |
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91 | if (is_callable($action)) { |
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92 | call_user_func($action,$st); |
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93 | } |
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94 | } |
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95 | |||
96 | // if we get here, all is well |
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97 | if ($storyResult->getStoryShouldFail()) { |
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98 | $phaseResult->setPlayingFailed( |
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99 | $phaseResult::COMPLETED, |
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100 | "action completed successfully; was expected to fail" |
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101 | ); |
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102 | $storyResult->setStoryHasFailed($phaseResult); |
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103 | } |
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104 | else { |
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105 | $phaseResult->setContinuePlaying(); |
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106 | } |
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107 | } |
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108 | |||
109 | // if the set of actions fails, it will throw this exception |
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110 | catch (ActionFailedException $e) { |
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111 | if ($storyResult->getStoryShouldFail()) { |
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112 | $phaseResult->setContinuePlaying( |
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113 | $phaseResult::FAILED, |
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114 | $e->getMessage(), |
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115 | $e |
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116 | ); |
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117 | } |
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118 | else { |
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119 | $phaseResult->setPlayingFailed( |
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120 | $phaseResult::FAILED, |
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121 | $e->getMessage(), |
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122 | $e |
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123 | ); |
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124 | $storyResult->setStoryHasFailed($phaseResult); |
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125 | } |
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126 | } |
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127 | catch (ExpectFailedException $e) { |
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128 | if ($storyResult->getStoryShouldFail()) { |
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129 | $phaseResult->setContinuePlaying( |
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130 | $phaseResult::FAILED, |
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131 | $e->getMessage(), |
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132 | $e |
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133 | ); |
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134 | } |
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135 | else { |
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136 | $phaseResult->setPlayingFailed( |
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137 | $phaseResult::FAILED, |
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138 | $e->getMessage(), |
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139 | $e |
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140 | ); |
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141 | $storyResult->setStoryHasFailed($phaseResult); |
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142 | } |
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143 | } |
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144 | |||
145 | // we treat this as a hard failure |
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146 | catch (NotImplementedException $e) { |
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147 | $phaseResult->setPlayingFailed( |
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148 | $phaseResult::INCOMPLETE, |
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149 | $e->getMessage(), |
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150 | $e |
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151 | ); |
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152 | $storyResult->setStoryIsIncomplete($phaseResult); |
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153 | } |
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154 | |||
155 | // if this happens, something has gone badly wrong |
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156 | catch (Exception $e) { |
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157 | $phaseResult->setPlayingFailed( |
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158 | $phaseResult::ERROR, |
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159 | $e->getMessage(), |
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160 | $e |
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161 | ); |
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162 | $storyResult->setStoryHasError($phaseResult); |
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163 | } |
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164 | |||
165 | // close off any open log actions |
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166 | $st->closeAllOpenActions(); |
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167 | |||
168 | // tidy up after ourselves |
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169 | $this->doPerPhaseTeardown(); |
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170 | |||
171 | // all done |
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172 | return $phaseResult; |
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173 | } |
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174 | } |
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175 |
Duplicated code is one of the most pungent code smells. If you need to duplicate the same code in three or more different places, we strongly encourage you to look into extracting the code into a single class or operation.
You can also find more detailed suggestions in the “Code” section of your repository.