| Total Complexity | 42 |
| Total Lines | 243 |
| Duplicated Lines | 0 % |
| Changes | 1 | ||
| Bugs | 0 | Features | 0 |
Complex classes like FleetDispatchEvent often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
While breaking up the class, it is a good idea to analyze how other classes use FleetDispatchEvent, and based on these observations, apply Extract Interface, too.
| 1 | <?php /** @noinspection PhpUnnecessaryCurlyVarSyntaxInspection, PhpCastIsUnnecessaryInspection, PhpDeprecationInspection */ |
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| 26 | class FleetDispatchEvent { |
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| 27 | const IS_ATTACK = 'isAttack'; |
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| 28 | const IS_TRANSPORT = 'isTransport'; |
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| 29 | |||
| 30 | const F_FLEET_ID = 'fleet_id'; |
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| 31 | const F_FLEET_OWNER_ID = 'fleet_owner'; |
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| 32 | const F_PLANET_ID = 'id'; |
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| 33 | const F_PLANET_OWNER_ID = 'id_owner'; |
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| 34 | const IS_LOCK_SOURCE = 'isLockSource'; |
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| 35 | |||
| 36 | /** @var array[] $sn_groups_mission */ |
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| 37 | public static $sn_groups_mission = []; |
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| 38 | /** @var int[] $userIdsToLock */ |
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| 39 | public $userIdsToLock = []; |
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| 40 | /** @var int[] $planetIdsToLock */ |
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| 41 | public $planetIdsToLock = []; |
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| 42 | /** @var int[] $fleetIdsToLock */ |
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| 43 | public $fleetIdsToLock = []; |
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| 44 | |||
| 45 | public static $MISSIONS = [ |
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| 46 | MT_ATTACK => [self::IS_TRANSPORT => false, self::IS_ATTACK => true,], |
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| 47 | MT_AKS => [self::IS_TRANSPORT => false, self::IS_ATTACK => true,], |
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| 48 | MT_DESTROY => [self::IS_TRANSPORT => false, self::IS_ATTACK => true,], |
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| 49 | MT_HOLD => [self::IS_TRANSPORT => false,], |
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| 50 | MT_SPY => [self::IS_TRANSPORT => false, self::IS_LOCK_SOURCE => true, 'AJAX' => true,], |
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| 51 | MT_TRANSPORT => [self::IS_TRANSPORT => true, self::IS_LOCK_SOURCE => true,], |
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| 52 | MT_RELOCATE => [self::IS_TRANSPORT => true, self::IS_LOCK_SOURCE => true,], |
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| 53 | MT_RECYCLE => [self::IS_TRANSPORT => false, 'AJAX' => true,], |
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| 54 | MT_EXPLORE => [self::IS_TRANSPORT => false,], |
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| 55 | MT_COLONIZE => [self::IS_TRANSPORT => true,], |
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| 56 | MT_MISSILE => [self::IS_TRANSPORT => false, 'AJAX' => true,], |
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| 57 | ]; |
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| 58 | |||
| 59 | public function __construct($fleetRow, $eventType) { |
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| 139 | } |
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| 140 | |||
| 141 | /** |
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| 142 | * LOCK - Lock all records which can be used with mission |
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| 143 | * |
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| 144 | * @return array|bool|mysqli_result|null |
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| 145 | */ |
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| 146 | public function lockEventRecords() { |
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| 147 | // $query = []; |
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| 148 | $locks = []; |
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| 149 | |||
| 150 | if (!empty($this->userIdsToLock)) { |
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| 151 | $locks['users'] = $this->userIdsToLock; |
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| 152 | // /** @noinspection SqlResolve */ |
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| 153 | // $query[] = "SELECT 1 FROM `{{users}}` WHERE `id` IN (" . implode(',', $this->userIdsToLock) . ") FOR UPDATE"; |
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| 154 | } |
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| 155 | if (!empty($this->planetIdsToLock)) { |
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| 156 | $locks['planets'] = $this->planetIdsToLock; |
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| 157 | // /** @noinspection SqlResolve */ |
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| 158 | // $query[] = "SELECT 1 FROM `{{planets}}` WHERE `id` IN (" . implode(',', $this->planetIdsToLock) . ") FOR UPDATE"; |
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| 159 | } |
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| 160 | if (!empty($this->fleetIdsToLock)) { |
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| 161 | $locks['fleets'] = $this->fleetIdsToLock; |
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| 162 | // /** @noinspection SqlResolve */ |
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| 163 | // $query[] = "SELECT 1 FROM `{{fleets}}` WHERE `fleet_id` IN (" . implode(',', $this->fleetIdsToLock) . ") FOR UPDATE"; |
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| 164 | } |
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| 165 | |||
| 166 | // Really - no checks here. We should lock at least flying fleet and fleet owner |
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| 167 | |||
| 168 | // return doquery(implode(' UNION ', $query)); |
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| 169 | return SN::$gc->db->lockRecords($locks); |
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| 170 | } |
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| 171 | |||
| 172 | public static function sortEvents(&$eventList) { |
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| 173 | uasort($eventList, function (FleetDispatchEvent $a, FleetDispatchEvent $b) { |
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| 174 | return |
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| 175 | // Сравниваем время флотов - кто раньше, тот и первый обрабатывается |
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| 176 | $a->eventTimeStamp > $b->eventTimeStamp ? 1 : ($a->eventTimeStamp < $b->eventTimeStamp ? -1 : |
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| 177 | // Если время - одинаковое, сравниваем события флотов |
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| 178 | // Если события - одинаковые, то флоты равны |
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| 179 | ($a->event == $b->event ? 0 : |
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| 180 | // Если события разные - первыми считаем прибывающие флоты |
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| 181 | ($a->event == EVENT_FLT_ARRIVE ? 1 : ($b->event == EVENT_FLT_ARRIVE ? -1 : |
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| 182 | // Если нет прибывающих флотов - дальше считаем флоты, которые закончили миссию |
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| 183 | ($a->event == EVENT_FLT_ACCOMPLISH ? 1 : ($b->event == EVENT_FLT_ACCOMPLISH ? -1 : |
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| 184 | // Если нет флотов, закончивших задание - остались возвращающиеся флоты, которые равны между собой |
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| 185 | // TODO: Добавить еще проверку по ID флота и/или времени запуска - что бы обсчитывать их в порядке запуска |
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| 186 | ( |
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| 187 | 0 // Вообще сюда доходить не должно - будет отсекаться на равенстве событий |
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| 188 | ) |
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| 189 | )) |
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| 190 | )) |
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| 191 | ) |
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| 192 | ); |
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| 193 | }); |
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| 194 | } |
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| 195 | |||
| 196 | /** |
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| 197 | */ |
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| 198 | public function refreshMissionData() { |
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| 199 | if (!empty($this->srcPlanetId) && !empty($this->srcPlanetOwnerId)) { |
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| 200 | // $this->srcPlanetRow = DBStaticPlanet::db_planet_by_vector($this->fleet, 'fleet_start_'); |
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| 201 | $updateResult = sys_o_get_updated($this->srcPlanetOwnerId, $this->srcPlanetId, $this->eventTimeStamp); |
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| 202 | |||
| 203 | $this->updateSrcPlanetRow($updateResult['planet']); |
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| 204 | } |
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| 205 | |||
| 206 | if (!empty($this->dstPlanetId) && !empty($this->dstPlanetOwnerId)) { |
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| 207 | $updateResult = sys_o_get_updated($this->dstPlanetOwnerId, $this->dstPlanetId, $this->eventTimeStamp); |
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| 208 | |||
| 209 | $this->updateDstPlanetRow($updateResult['planet']); |
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| 210 | } |
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| 211 | } |
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| 212 | |||
| 213 | /** |
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| 214 | * @return array|false |
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| 215 | */ |
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| 216 | public function refreshFleet() { |
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| 217 | $this->fleet = DbFleetStatic::db_fleet_get($this->fleet[self::F_FLEET_ID]); |
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| 218 | |||
| 219 | return $this->fleet; |
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| 220 | } |
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| 221 | |||
| 222 | public function getSrcPlanetRowFromFleet() { |
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| 223 | $this->srcPlanetRow = DBStaticPlanet::db_planet_by_vector($this->fleet, 'fleet_start_'); |
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| 224 | |||
| 225 | $this->updateSrcPlanetRow($this->srcPlanetRow); |
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| 226 | |||
| 227 | return $this->srcPlanetRow; |
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| 228 | } |
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| 229 | |||
| 230 | /** |
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| 231 | * @param array $srcPlanetRow |
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| 232 | * |
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| 233 | * @return array|bool |
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| 234 | */ |
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| 235 | public function updateSrcPlanetRow($srcPlanetRow) { |
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| 236 | // $this->srcPlanetRow = is_array($srcPlanetRow) ? $srcPlanetRow : DBStaticPlanet::db_planet_by_vector($this->fleet, 'fleet_start_'); |
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| 237 | $this->srcPlanetRow = $srcPlanetRow; |
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| 238 | |||
| 239 | $this->srcPlanetId = !empty($this->srcPlanetRow[self::F_PLANET_ID]) ? (int)$this->srcPlanetRow[self::F_PLANET_ID] : 0; |
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| 240 | // Starting planet can change owner while fleet mission - and even change planet ID |
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| 241 | // It can happen due to teleport shenanigans or because of planet capturing (in certain game modes) |
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| 242 | $this->srcPlanetOwnerId = !empty($this->srcPlanetRow[self::F_PLANET_OWNER_ID]) ? (int)$this->srcPlanetRow[self::F_PLANET_OWNER_ID] : $this->srcPlanetOwnerId; |
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| 243 | |||
| 244 | return $this->srcPlanetRow; |
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| 245 | } |
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| 246 | |||
| 247 | |||
| 248 | public function getDstPlanetRowFromFleet() { |
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| 249 | $this->dstPlanetRow = DBStaticPlanet::db_planet_by_vector($this->fleet, 'fleet_end_'); |
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| 250 | |||
| 251 | $this->updateDstPlanetRow($this->dstPlanetRow); |
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| 252 | |||
| 253 | return $this->dstPlanetRow; |
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| 254 | } |
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| 255 | |||
| 256 | /** |
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| 257 | * @param ?array $dstPlanetRow |
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| 258 | * |
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| 259 | * @return array|bool|null |
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| 260 | */ |
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| 261 | public function updateDstPlanetRow($dstPlanetRow = null) { |
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| 269 | } |
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| 270 | |||
| 271 | } |
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| 272 |
Our type inference engine has found an assignment to a property that is incompatible with the declared type of that property.
Either this assignment is in error or the assigned type should be added to the documentation/type hint for that property..