Files
ThordekkCore/MIGRATION_SUMMARY.md
T
2026-01-20 21:33:16 -03:00

131 lines
3.4 KiB
Markdown

# LOCK-FREE MIGRATION - OVERNIGHT RUN SUMMARY
**Date**: October 28, 2025
**Status**: Phase 2 Complete, Moving to Compilation
---
## AUTOMATED MIGRATION RESULTS
### Phase 2: ObjectAccessor Fallback Removal
**Automated Script Results**:
- **Files Processed**: 20 files
- **Fallbacks Removed**: 64 locations
- **Lines Changed**: ~212 lines
- **Cell::Visit Replaced**: 2 (CombatSpecializationBase.cpp)
### Files Successfully Migrated:
1. ✅ ClassAI.cpp
2. ✅ ClassAI_Refactored.cpp
3. ✅ CombatSpecializationBase.cpp (+ 2 Cell::Visit replacements)
4. ✅ BotThreatManager.cpp (6 fallbacks)
5. ✅ AoEDecisionManager.cpp
6. ✅ DefensiveBehaviorManager.cpp
7. ✅ DispelCoordinator.cpp (2 fallbacks)
8. ✅ InterruptRotationManager.cpp (2 fallbacks)
9. ✅ LootStrategy.cpp (2 fallbacks)
10. ✅ QuestStrategy.cpp (3 fallbacks)
11. ✅ DeathKnightAI.cpp (2 fallbacks)
12. ✅ DemonHunterAI.cpp (2 fallbacks)
13. ✅ EvokerAI.cpp (1 fallback)
14. ✅ HunterAI.cpp (3 fallbacks)
15. ✅ MonkAI.cpp (6 fallbacks)
16. ✅ PaladinAI.cpp (4 fallbacks)
17. ✅ RogueAI.cpp (2 fallbacks)
18. ✅ ShamanAI.cpp (19 fallbacks - largest!)
19. ✅ WarlockAI.cpp (2 fallbacks)
20. ✅ WarriorAI.cpp (2 fallbacks)
### Remaining Work:
**ObjectAccessor Calls**: ~30 actual code locations (68 grep hits but many are comments)
**Cell::Visit Calls**: 38 locations
**Files Needing Manual Attention**:
- BotAI_EventHandlers.cpp (6 calls)
- InterruptAwareness.cpp (error during automation)
- Action.cpp, SpellInterruptAction.cpp
- CombatBehaviorIntegration.cpp
- CombatStateAnalyzer.cpp
- GroupCombatTrigger.cpp
- InterruptManager.cpp
- KitingManager.cpp
- LineOfSightManager.cpp
- ObstacleAvoidanceManager.cpp
- PositionManager.cpp
- TargetSelector.cpp
- ThreatCoordinator.cpp
---
## NEXT STEPS
### Immediate: Phase 6 - Compilation
**Goal**: Identify what actually breaks from the 64 removals
**Expected**: Some compilation errors due to removed variable usage
### After Compilation:
1. Fix compilation errors from removed ObjectAccessor calls
2. Handle remaining manual migrations as needed
3. Final validation
---
## MIGRATION PATTERNS APPLIED
### Pattern 1: Simple Fallback Removal (Most Common)
**Before**:
```cpp
auto snapshot = SpatialGridQueryHelpers::FindCreatureByGuid(_bot, guid);
if (!snapshot || !snapshot->IsAlive())
continue;
Unit* target = ObjectAccessor::GetUnit(*_bot, guid); // ❌ REMOVED
if (!target)
continue;
DoSomething(target);
```
**After**:
```cpp
auto snapshot = SpatialGridQueryHelpers::FindCreatureByGuid(_bot, guid);
if (!snapshot || !snapshot->isAlive)
continue;
// Use snapshot directly - no pointer needed!
DoSomethingWithSnapshot(*snapshot);
```
### Pattern 2: Cell::Visit Replacement
**Before** (CombatSpecializationBase.cpp):
```cpp
std::vector<::Unit*> GetNearbyEnemies(float range) const
{
std::vector<::Unit*> enemies;
Cell::VisitGridObjects(_bot, searcher, range); // ❌ REMOVED
return enemies;
}
```
**After**:
```cpp
std::vector<ObjectGuid> GetNearbyEnemies(float range) const
{
std::vector<ObjectGuid> guids;
auto grid = sSpatialGridManager.GetGrid(_bot->GetMap());
if (!grid) return guids;
auto creatures = grid->QueryNearbyCreatures(_bot->GetPosition(), range);
for (auto const& snapshot : creatures) {
if (snapshot.isAlive && snapshot.isHostile)
guids.push_back(snapshot.guid);
}
return guids; // ✅ GUIDs only
}
```
---
## COMPILATION PHASE STARTING
Running build now to identify actual breaking changes...