| Conditions | 16 |
| Paths | 272 |
| Total Lines | 133 |
| Code Lines | 56 |
| Lines | 0 |
| Ratio | 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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| 78 | public function playPhases($activity, StoryTeller $st, Injectables $injectables, $phases, $thingBeingPlayed) |
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| 79 | { |
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| 80 | // shorthand |
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| 81 | $output = $st->getOutput(); |
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| 82 | |||
| 83 | // we are going to need something to help us load each of our |
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| 84 | // phases |
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| 85 | $phaseLoader = $injectables->phaseLoader; |
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| 86 | |||
| 87 | // pre-load all of the phases, before we execute them |
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| 88 | // this will trigger any PHP syntax errors now rather than |
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| 89 | // when we're part-way through executing our code |
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| 90 | $phasesToPlay = []; |
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| 91 | foreach ($phases as $phaseName => $isActive) { |
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| 92 | $phase = $phaseLoader->loadPhase($st, $phaseName); |
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| 93 | $phasesToPlay[$phaseName] = [ |
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| 94 | 'phase' => $phase, |
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| 95 | 'isActive' => $isActive |
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| 96 | ]; |
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| 97 | } |
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| 98 | |||
| 99 | // the result of playing this group of phases |
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| 100 | $groupResult = null; |
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| 101 | if ($thingBeingPlayed){ |
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| 102 | $groupResult = $thingBeingPlayed->getResult(); |
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| 103 | $groupResult->setActivity($activity); |
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| 104 | } |
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| 105 | |||
| 106 | // we need to wrap our code to catch old-style PHP errors |
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| 107 | $legacyHandler = new Legacy_ErrorHandler(); |
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| 108 | |||
| 109 | // execute each phase, until either: |
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| 110 | // |
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| 111 | // 1. all listed phases have been executed, or |
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| 112 | // 2. one of the phases says that the story has failed |
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| 113 | foreach ($phasesToPlay as $phaseName => $phaseData) |
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| 114 | { |
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| 115 | // shorthand |
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| 116 | $phase = $phaseData['phase']; |
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| 117 | $isActive = $phaseData['isActive']; |
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| 118 | |||
| 119 | try { |
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| 120 | // tell the world that we're running this phase |
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| 121 | $output->startPhase($phase); |
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| 122 | |||
| 123 | // play the phase |
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| 124 | $phaseResult = $legacyHandler->run([$this, 'playPhase'], [$st, $injectables, $phase, $isActive, $thingBeingPlayed]); |
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| 125 | |||
| 126 | // remember the result of this phase |
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| 127 | //$phaseResults->addResult($phase, $phaseResult); |
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| 128 | |||
| 129 | // now, what do we do? |
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| 130 | $nextAction = $phaseResult->getNextAction(); |
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| 131 | switch ($nextAction) |
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| 132 | { |
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| 133 | case self::NEXT_SKIP: |
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| 134 | // why? |
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| 135 | if ($phaseResult->getPhaseIsBlacklisted()) { |
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| 136 | if ($groupResult) { |
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| 137 | $groupResult->setPhaseGroupHasBeenBlacklisted($phaseResult); |
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| 138 | } |
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| 139 | $output->logPhaseSkipped($phaseName, self::MSG_PHASE_BLACKLISTED . ': ' . $phaseResult->getMessage()); |
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| 140 | } |
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| 141 | else if ($phaseResult->getPhaseCannotRun()) { |
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| 142 | $output->logPhaseSkipped($phaseName, $phaseResult->getMessage()); |
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| 143 | } |
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| 144 | else { |
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| 145 | if ($groupResult) { |
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| 146 | $groupResult->setPhaseGroupIsIncomplete($phaseResult); |
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| 147 | } |
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| 148 | $output->logPhaseSkipped($phaseName, self::MSG_PHASE_INCOMPLETE); |
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| 149 | } |
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| 150 | |||
| 151 | // tell the output plugins that this phase is over |
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| 152 | $output->endPhase($phase, $phaseResult); |
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| 153 | return; |
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| 154 | |||
| 155 | case self::NEXT_FAIL: |
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| 156 | if ($groupResult) { |
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| 157 | $groupResult->setPhaseGroupHasFailed($phaseResult); |
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| 158 | } |
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| 159 | $output->logPhaseError($phaseName, self::MSG_PHASE_FAILED . ': ' . $phaseResult->getMessage()); |
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| 160 | |||
| 161 | // tell the output plugins that this phase is over |
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| 162 | $output->endPhase($phase, $phaseResult); |
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| 163 | return; |
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| 164 | |||
| 165 | case self::NEXT_CONTINUE: |
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| 166 | if ($groupResult) { |
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| 167 | // keep the result up to date, in case this |
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| 168 | // is the last one |
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| 169 | if ($phaseResult->getPhaseHasBeenSkipped()) { |
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| 170 | $groupResult->setPhaseGroupHasBeenSkipped(); |
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| 171 | } |
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| 172 | else { |
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| 173 | $groupResult->setPhaseGroupHasSucceeded(); |
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| 174 | } |
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| 175 | } |
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| 176 | // tell the output plugins that this phase is over |
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| 177 | $output->endPhase($phase, $phaseResult); |
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| 178 | } |
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| 179 | } |
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| 180 | |||
| 181 | // our ultimate safety net |
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| 182 | // |
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| 183 | // ANY TIME this gets executed, the phase itself has not |
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| 184 | // done sufficient error handling of its own!! |
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| 185 | catch (Exception $e) { |
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| 186 | // tell our output plugins what happened |
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| 187 | $output->logPhaseError($phaseName, "uncaught exception: " . (string)$e->getMessage() . $e->getTraceAsString()); |
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| 188 | |||
| 189 | // we need to create a dummy phase result for this |
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| 190 | $phaseResult = new Phase_Result($phaseName); |
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| 191 | $phaseResult->setPlayingFailed($phaseResult::ERROR, self::MSG_PHASE_FAILED, $e); |
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| 192 | |||
| 193 | // tell the world that this phase is over |
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| 194 | $output->endPhase($phase, $phaseResult); |
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| 195 | |||
| 196 | // this is a fatal exception |
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| 197 | if ($groupResult) { |
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| 198 | $groupResult->setPhaseGroupHasError($phaseResult); |
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| 199 | } |
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| 200 | |||
| 201 | // run no more phases |
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| 202 | return; |
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| 203 | } |
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| 204 | } |
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| 205 | |||
| 206 | // all done |
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| 207 | // if ($groupResult) { |
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| 208 | // $groupResult->setPhaseGroupHasSucceeded(); |
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| 209 | // } |
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| 210 | } |
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| 211 | |||
| 248 |