|
9 | 9 | ---
|
10 | 10 |
|
11 | 11 | ## Intent
|
12 |
| -Allows to encode behaviour as instructions for virtual machine. |
| 12 | + |
| 13 | +Allows encoding behavior as instructions for a virtual machine. |
| 14 | + |
| 15 | +## Explanation |
| 16 | + |
| 17 | +Real world example |
| 18 | + |
| 19 | +> A team is working on a new game where wizards battle against each other. The wizard behavior |
| 20 | +> needs to be carefully adjusted and iterated hundreds of times through playtesting. It's not |
| 21 | +> optimal to ask the programmer to make changes each time the game designer wants to vary the |
| 22 | +> behavior, so the wizard behavior is implemented as a data-driven virtual machine. |
| 23 | +
|
| 24 | +In plain words |
| 25 | + |
| 26 | +> Bytecode pattern enables behavior driven by data instead of code. |
| 27 | +
|
| 28 | +[Gameprogrammingpatterns.com](https://gameprogrammingpatterns.com/bytecode.html) documentation |
| 29 | +states: |
| 30 | + |
| 31 | +> An instruction set defines the low-level operations that can be performed. A series of |
| 32 | +> instructions is encoded as a sequence of bytes. A virtual machine executes these instructions one |
| 33 | +> at a time, using a stack for intermediate values. By combining instructions, complex high-level |
| 34 | +> behavior can be defined. |
| 35 | +
|
| 36 | +**Programmatic Example** |
| 37 | + |
| 38 | +One of the most important game objects is the `Wizard` class. |
| 39 | + |
| 40 | +```java |
| 41 | +@AllArgsConstructor |
| 42 | +@Setter |
| 43 | +@Getter |
| 44 | +@Slf4j |
| 45 | +public class Wizard { |
| 46 | + |
| 47 | + private int health; |
| 48 | + private int agility; |
| 49 | + private int wisdom; |
| 50 | + private int numberOfPlayedSounds; |
| 51 | + private int numberOfSpawnedParticles; |
| 52 | + |
| 53 | + public void playSound() { |
| 54 | + LOGGER.info("Playing sound"); |
| 55 | + numberOfPlayedSounds++; |
| 56 | + } |
| 57 | + |
| 58 | + public void spawnParticles() { |
| 59 | + LOGGER.info("Spawning particles"); |
| 60 | + numberOfSpawnedParticles++; |
| 61 | + } |
| 62 | +} |
| 63 | +``` |
| 64 | + |
| 65 | +Next, we show the available instructions for our virtual machine. Each of the instructions has its |
| 66 | +own semantics on how it operates with the stack data. For example, the ADD instruction takes the top |
| 67 | +two items from the stack, adds them together and pushes the result to the stack. |
| 68 | + |
| 69 | +```java |
| 70 | +@AllArgsConstructor |
| 71 | +@Getter |
| 72 | +public enum Instruction { |
| 73 | + |
| 74 | + LITERAL(1), // e.g. "LITERAL 0", push 0 to stack |
| 75 | + SET_HEALTH(2), // e.g. "SET_HEALTH", pop health and wizard number, call set health |
| 76 | + SET_WISDOM(3), // e.g. "SET_WISDOM", pop wisdom and wizard number, call set wisdom |
| 77 | + SET_AGILITY(4), // e.g. "SET_AGILITY", pop agility and wizard number, call set agility |
| 78 | + PLAY_SOUND(5), // e.g. "PLAY_SOUND", pop value as wizard number, call play sound |
| 79 | + SPAWN_PARTICLES(6), // e.g. "SPAWN_PARTICLES", pop value as wizard number, call spawn particles |
| 80 | + GET_HEALTH(7), // e.g. "GET_HEALTH", pop value as wizard number, push wizard's health |
| 81 | + GET_AGILITY(8), // e.g. "GET_AGILITY", pop value as wizard number, push wizard's agility |
| 82 | + GET_WISDOM(9), // e.g. "GET_WISDOM", pop value as wizard number, push wizard's wisdom |
| 83 | + ADD(10), // e.g. "ADD", pop 2 values, push their sum |
| 84 | + DIVIDE(11); // e.g. "DIVIDE", pop 2 values, push their division |
| 85 | + // ... |
| 86 | +} |
| 87 | +``` |
| 88 | + |
| 89 | +At the heart of our example is the `VirtualMachine` class. It takes instructions as input and |
| 90 | +executes them to provide the game object behavior. |
| 91 | + |
| 92 | +```java |
| 93 | +@Getter |
| 94 | +@Slf4j |
| 95 | +public class VirtualMachine { |
| 96 | + |
| 97 | + private final Stack<Integer> stack = new Stack<>(); |
| 98 | + |
| 99 | + private final Wizard[] wizards = new Wizard[2]; |
| 100 | + |
| 101 | + public VirtualMachine() { |
| 102 | + wizards[0] = new Wizard(randomInt(3, 32), randomInt(3, 32), randomInt(3, 32), |
| 103 | + 0, 0); |
| 104 | + wizards[1] = new Wizard(randomInt(3, 32), randomInt(3, 32), randomInt(3, 32), |
| 105 | + 0, 0); |
| 106 | + } |
| 107 | + |
| 108 | + public VirtualMachine(Wizard wizard1, Wizard wizard2) { |
| 109 | + wizards[0] = wizard1; |
| 110 | + wizards[1] = wizard2; |
| 111 | + } |
| 112 | + |
| 113 | + public void execute(int[] bytecode) { |
| 114 | + for (var i = 0; i < bytecode.length; i++) { |
| 115 | + Instruction instruction = Instruction.getInstruction(bytecode[i]); |
| 116 | + switch (instruction) { |
| 117 | + case LITERAL: |
| 118 | + // Read the next byte from the bytecode. |
| 119 | + int value = bytecode[++i]; |
| 120 | + // Push the next value to stack |
| 121 | + stack.push(value); |
| 122 | + break; |
| 123 | + case SET_AGILITY: |
| 124 | + var amount = stack.pop(); |
| 125 | + var wizard = stack.pop(); |
| 126 | + setAgility(wizard, amount); |
| 127 | + break; |
| 128 | + case SET_WISDOM: |
| 129 | + amount = stack.pop(); |
| 130 | + wizard = stack.pop(); |
| 131 | + setWisdom(wizard, amount); |
| 132 | + break; |
| 133 | + case SET_HEALTH: |
| 134 | + amount = stack.pop(); |
| 135 | + wizard = stack.pop(); |
| 136 | + setHealth(wizard, amount); |
| 137 | + break; |
| 138 | + case GET_HEALTH: |
| 139 | + wizard = stack.pop(); |
| 140 | + stack.push(getHealth(wizard)); |
| 141 | + break; |
| 142 | + case GET_AGILITY: |
| 143 | + wizard = stack.pop(); |
| 144 | + stack.push(getAgility(wizard)); |
| 145 | + break; |
| 146 | + case GET_WISDOM: |
| 147 | + wizard = stack.pop(); |
| 148 | + stack.push(getWisdom(wizard)); |
| 149 | + break; |
| 150 | + case ADD: |
| 151 | + var a = stack.pop(); |
| 152 | + var b = stack.pop(); |
| 153 | + stack.push(a + b); |
| 154 | + break; |
| 155 | + case DIVIDE: |
| 156 | + a = stack.pop(); |
| 157 | + b = stack.pop(); |
| 158 | + stack.push(b / a); |
| 159 | + break; |
| 160 | + case PLAY_SOUND: |
| 161 | + wizard = stack.pop(); |
| 162 | + getWizards()[wizard].playSound(); |
| 163 | + break; |
| 164 | + case SPAWN_PARTICLES: |
| 165 | + wizard = stack.pop(); |
| 166 | + getWizards()[wizard].spawnParticles(); |
| 167 | + break; |
| 168 | + default: |
| 169 | + throw new IllegalArgumentException("Invalid instruction value"); |
| 170 | + } |
| 171 | + LOGGER.info("Executed " + instruction.name() + ", Stack contains " + getStack()); |
| 172 | + } |
| 173 | + } |
| 174 | + |
| 175 | + public void setHealth(int wizard, int amount) { |
| 176 | + wizards[wizard].setHealth(amount); |
| 177 | + } |
| 178 | + // other setters -> |
| 179 | + // ... |
| 180 | +} |
| 181 | +``` |
| 182 | + |
| 183 | +Now we can show the full example utilizing the virtual machine. |
| 184 | + |
| 185 | +```java |
| 186 | + public static void main(String[] args) { |
| 187 | + |
| 188 | + var vm = new VirtualMachine( |
| 189 | + new Wizard(45, 7, 11, 0, 0), |
| 190 | + new Wizard(36, 18, 8, 0, 0)); |
| 191 | + |
| 192 | + vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0")); |
| 193 | + vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0")); |
| 194 | + vm.execute(InstructionConverterUtil.convertToByteCode("GET_HEALTH")); |
| 195 | + vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0")); |
| 196 | + vm.execute(InstructionConverterUtil.convertToByteCode("GET_AGILITY")); |
| 197 | + vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0")); |
| 198 | + vm.execute(InstructionConverterUtil.convertToByteCode("GET_WISDOM")); |
| 199 | + vm.execute(InstructionConverterUtil.convertToByteCode("ADD")); |
| 200 | + vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 2")); |
| 201 | + vm.execute(InstructionConverterUtil.convertToByteCode("DIVIDE")); |
| 202 | + vm.execute(InstructionConverterUtil.convertToByteCode("ADD")); |
| 203 | + vm.execute(InstructionConverterUtil.convertToByteCode("SET_HEALTH")); |
| 204 | + } |
| 205 | +``` |
| 206 | + |
| 207 | +Here is the console output. |
| 208 | + |
| 209 | +``` |
| 210 | +16:20:10.193 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0] |
| 211 | +16:20:10.196 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 0] |
| 212 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed GET_HEALTH, Stack contains [0, 45] |
| 213 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 45, 0] |
| 214 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed GET_AGILITY, Stack contains [0, 45, 7] |
| 215 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 45, 7, 0] |
| 216 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed GET_WISDOM, Stack contains [0, 45, 7, 11] |
| 217 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed ADD, Stack contains [0, 45, 18] |
| 218 | +16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 45, 18, 2] |
| 219 | +16:20:10.198 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed DIVIDE, Stack contains [0, 45, 9] |
| 220 | +16:20:10.198 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed ADD, Stack contains [0, 54] |
| 221 | +16:20:10.198 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed SET_HEALTH, Stack contains [] |
| 222 | +``` |
13 | 223 |
|
14 | 224 | ## Class diagram
|
| 225 | + |
15 | 226 | 
|
16 | 227 |
|
17 | 228 | ## Applicability
|
| 229 | + |
18 | 230 | Use the Bytecode pattern when you have a lot of behavior you need to define and your
|
19 | 231 | game’s implementation language isn’t a good fit because:
|
20 | 232 |
|
21 |
| -* it’s too low-level, making it tedious or error-prone to program in. |
22 |
| -* iterating on it takes too long due to slow compile times or other tooling issues. |
23 |
| -* it has too much trust. If you want to ensure the behavior being defined can’t break the game, you need to sandbox it from the rest of the codebase. |
| 233 | +* It’s too low-level, making it tedious or error-prone to program in. |
| 234 | +* Iterating on it takes too long due to slow compile times or other tooling issues. |
| 235 | +* It has too much trust. If you want to ensure the behavior being defined can’t break the game, you need to sandbox it from the rest of the codebase. |
| 236 | + |
| 237 | +## Related patterns |
| 238 | + |
| 239 | +* [Interpreter](https://java-design-patterns.com/patterns/interpreter/) |
24 | 240 |
|
25 | 241 | ## Credits
|
26 | 242 |
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