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Cherry playerbots fix#81

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kadeshar wants to merge 4 commits intokadeshar:masterfrom
hermensbas:cherry-playerbots-fix
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Cherry playerbots fix#81
kadeshar wants to merge 4 commits intokadeshar:masterfrom
hermensbas:cherry-playerbots-fix

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Pull Request

Describe what this change does and why it is needed...


Design Philosophy

We prioritize stability, performance, and predictability over behavioral realism.
Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all
participants. Because every action and
decision tree is executed per bot and per trigger, even small increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the default configuration must remain the lightweight decision
model
. More complex behavior should only be
available as an explicit opt-in option, clearly documented as having a measurable performance cost.

Principles:

  • Stability before intelligence
    A stable system is always preferred over a smarter one.

  • Performance is a shared resource
    Any increase in bot cost affects all players and all bots.

  • Simple logic scales better than smart logic
    Predictable behavior under load is more valuable than perfect decisions.

  • Complexity must justify itself
    If a feature cannot clearly explain its cost, it should not exist.

  • Defaults must be cheap
    Expensive behavior must always be optional and clearly communicated.

  • Bots should look reasonable, not perfect
    The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those principles.


Feature Evaluation

Please answer the following:

  • Describe the minimum logic required to achieve the intended behavior?
  • Describe the cheapest implementation that produces an acceptable result?
  • Describe the runtime cost when this logic executes across many bots?

How to Test the Changes

  • Step-by-step instructions to test the change
  • Any required setup (e.g. multiple players, bots, specific configuration)
  • Expected behavior and how to verify it

Complexity & Impact

  • Does this change add new decision branches?

    • No
    • Yes (explain below)
  • Does this change increase per-bot or per-tick processing?

    • No
    • Yes (describe and justify impact)
  • Could this logic scale poorly under load?

    • No
    • Yes (explain why)

Defaults & Configuration

  • Does this change modify default bot behavior?
    • No
    • Yes (explain why)

If this introduces more advanced or AI-heavy logic:

  • Lightweight mode remains the default
  • More complex behavior is optional and thereby configurable

AI Assistance

  • Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change?
    • No
    • Yes (explain below)

If yes, please specify:

  • AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
  • Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation)
  • Which parts of the change were influenced or generated
  • Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB logic. We expect contributors to be honest
about what they do and do not understand.


Final Checklist

  • Stability is not compromised
  • Performance impact is understood, tested, and acceptable
  • Added logic complexity is justified and explained
  • Documentation updated if needed

Notes for Reviewers

Anything that significantly improves realism at the cost of stability or performance should be carefully discussed
before merging.

Nicolas Lebacq and others added 2 commits January 30, 2026 11:15
* fix: Changed PlayerbotsMgr to be a true Meyer's singleton passed by reference.

* fix: Migrated PlayerbotAIConfig to a clean singleton pattern instead of a pointer.

* fix: Migrated RandomItemMgr to a clean singleton pattern.

* fix: Migrated SharedValueContext to a clean singleton pattern.

* fix: Migrated PlayerbotCommandServer to a clean singleton instead of using a pointer.

* fix: Migrated PerfMonitor to a clean singleton instead of using a pointer.

* fix: Migrated FlightMasterCache to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotDungeonRepository to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotRepository to a clean singleton without using a pointer.

* fix: Migrated PlayerbotSpellRepository to a clean singleton instead of using a pointer.

* fix: Migrated GuildTaskMgr to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotGuildMgr to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotTextMgr to a clean singletong instead of using a pointer.

* fix: Migrated TravelMgr to a clean singleton instead of using a pointer.

* fix: Migrated TravelNodeMap to a clean singleton instead of a pointer and removed unused, misleading public constructor on the same class.

* fix: Migrated PlayerbotWorldThreadProcessor to a clean singleton instead of using a pointer.

* fix: Migrated ServerFacade to a clean singleton instead of a pointer.

* chore: Removed unnecessary const from move constructor/operator.

(cherry picked from commit 330fb79)
Copilot AI review requested due to automatic review settings January 30, 2026 14:33
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Pull request overview

This PR refactors the singleton pattern across the playerbot system, converting from pointer-based to reference-based accessors. The changes modernize the codebase by returning references instead of pointers from instance() methods, updating all usage sites from -> to . syntax, removing global macro accessors in some cases, and adding proper singleton safeguards (deleted copy/move constructors/operators).

Changes:

  • Converted singleton instance() methods from returning pointers (Type*) to returning references (Type&)
  • Updated all singleton usage from pointer syntax (sInstance->method()) to reference syntax (sInstance.method())
  • Added deleted copy/move constructors and assignment operators to singleton classes
  • Moved constructors and destructors to private sections with proper initialization
  • Removed some global macro definitions and unnecessary includes

Reviewed changes

Copilot reviewed 202 out of 202 changed files in this pull request and generated no comments.

Show a summary per file
File Description
ServerFacade.h/cpp Converted singleton to return reference, updated all usages
PlayerbotAIConfig.h/cpp Singleton conversion with safeguards, removed unnecessary includes
Various Manager headers Converted singletons (TravelMgr, RandomItemMgr, PlayerbotsMgr, etc.) to reference-based
Repository classes Updated PlayerbotRepository, PlayerbotSpellRepository, etc. to reference pattern
Action/Trigger/Value files Updated hundreds of usage sites from -> to . syntax
WorldThreadProcessor Moved constructor inline, converted to reference-based singleton

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Copilot AI review requested due to automatic review settings January 30, 2026 19:32
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Copilot encountered an error and was unable to review this pull request. You can try again by re-requesting a review.

@kadeshar kadeshar closed this Jan 30, 2026
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4 participants