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reset usermod TetrisAI back to initial version #3897

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merged 10 commits into from
May 27, 2024

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muebau
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@muebau muebau commented Apr 12, 2024

With this usermod TetrisAI compiles again.

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muebau commented Apr 12, 2024

fixes #3888

@muebau muebau mentioned this pull request Apr 12, 2024
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@blazoncek blazoncek linked an issue Apr 13, 2024 that may be closed by this pull request
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As you are using static variables in your effect function: How does that scale up to playing Tetris on multiple segments?

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softhack007 commented Apr 13, 2024

So this basicially reverts some of the last commits of the usermod (please correct me if I misunderstood)?

Wouldn't it be smarter to resolve the compiler errors in the code, instead of stripping out things until it compiles?

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Sorry I cannot approve this PR as it is now.

  • please avoid using static or global variables in your effect function.
  • please use strip.now in your effect function
  • I might have misunderstood - but reverting commits "until it compiles" is usually not a good solution. I would suggest to look at the compiler errors in detail, understand the root cause in the code, and then improve the source code to make the compiler happy.

@@ -96,6 +94,8 @@ void drawGrid(TetrisAIGame* tetris, TetrisAI_data* tetrisai_data)
////////////////////////////
uint16_t mode_2DTetrisAI()
{
static unsigned long lastTime = 0;
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Don't use static variables in an effect function.
You can either use SEGENV.aux0, SEGENV.aux1, SEGENV.step, or allocate persistent data by using SEGENV.allocateData(dataSize).

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You can find many good examples for this in wled00/FX.cpp

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I started to create a 'non blocking' version of the AI part. The commits I took back were related to that.

I need to have a look in the 'static' part.

@@ -116,14 +116,16 @@ uint16_t mode_2DTetrisAI()
//range 0 - 16
tetrisai_data->colorInc = SEGMENT.custom2 >> 4;

if (!tetrisai_data->tetris || (tetrisai_data->tetris.nLookAhead != nLookAhead
static TetrisAIGame tetris(cols < 32 ? cols : 32, rows, 1, piecesData, numPieces);
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Please don't use static variables in an effect function (see previous comment).

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If you need a permanent and global object, instantiate it in your usermod class and then use a pointer to it within your effect function.
I would recommend against it though, as user may create multiple segments and have them display the same effect. This should not be prohibited.

You ca also keep the TetrisAI_data class unchanged but modify TetrisAIGame class to have a begin() like method which would take parameters as specified in this constructor. You would use begin(cols < 32 ? cols : 32, rows, 1, piecesData, numPieces); within if (SEGENV.call == 0) { ... }condition.

Be mindful though, that segment dimensions may change at any time and cols may not be the same on 100th call of the effect function than it was at 1st.

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Well I need to keep the 'internal game grid' between calls. The 'effect' is a real game and has an internal state. How would I make sure

  1. that I provide separate 'game' for every segment (no single static game object possible, I guess)
  2. the segment is not changed to often as every change will reset and reinitialize the game as the game grid needs to change its shape

I am happy to get this feedback, BTW but struggle a bit to provide solutions.

usermods/TetrisAI_v2/usermod_v2_tetrisai.h Outdated Show resolved Hide resolved
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I have to agree with @softhack007 and his review comments.

I also tried to provide a hint for better solution than this (which IMO is unacceptable). When you'll be updating the code, please also try to avoid double variables as they are slow compared to float counterparts (ESP32 has HW floating point but only for single precision, not double).

@@ -116,14 +116,16 @@ uint16_t mode_2DTetrisAI()
//range 0 - 16
tetrisai_data->colorInc = SEGMENT.custom2 >> 4;

if (!tetrisai_data->tetris || (tetrisai_data->tetris.nLookAhead != nLookAhead
static TetrisAIGame tetris(cols < 32 ? cols : 32, rows, 1, piecesData, numPieces);
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If you need a permanent and global object, instantiate it in your usermod class and then use a pointer to it within your effect function.
I would recommend against it though, as user may create multiple segments and have them display the same effect. This should not be prohibited.

You ca also keep the TetrisAI_data class unchanged but modify TetrisAIGame class to have a begin() like method which would take parameters as specified in this constructor. You would use begin(cols < 32 ? cols : 32, rows, 1, piecesData, numPieces); within if (SEGENV.call == 0) { ... }condition.

Be mindful though, that segment dimensions may change at any time and cols may not be the same on 100th call of the effect function than it was at 1st.

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muebau commented Apr 15, 2024

OK I need to test if float is good enough for the AI part.

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@muebau is there any interest in bringing this usermod up to speed and adjust code as requested or do we pull the plug and remove it from WLED?
The code that does not compile is of no use and code that does not meet requirements cannot be included.

@blazoncek blazoncek added effect waiting for feedback addition information needed to better understand the issue usermod usermod related labels May 22, 2024
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muebau commented May 22, 2024

@muebau is there any interest in bringing this usermod up to speed and adjust code as requested or do we pull the plug and remove it from WLED? The code that does not compile is of no use and code that does not meet requirements cannot be included.

Well I will try to find time to fix at least the easy parts ( millis() ).

I am still not sure how to target the problem with the state:
static TetrisAIGame tetris(cols < 32 ? cols : 32, rows, 1, piecesData, numPieces);

I need an instance of TetrisAIGame for each segment, and it needs to be permanent. Every time the size of the segment (or other parameters) changes, I need to destroy the current instance and create a new one to be able to 'work' on the internal game grid.

I would appreciate suggestions from developers with more insight into WLED and C++.

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I need to destroy the current instance and create a new one to be able to 'work' on the internal game grid

Do you really need to destroy it? It is just the two variables that change X and Y.
The other approach might be to just store relevant data in allocateData() buffer and use it as a POD.

Some other effects tackle this so take a look at other 2D effects.

muebau added 2 commits May 23, 2024 16:15
use of strip.now instead of millis()
use float instead of double
respond to changes in segment size
make effect usable with multible segments
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muebau commented May 24, 2024

I think this should fix the issues.
What do you think?

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Nice update... Tested on my 32x32 Matrix with 4 segments
PXL_20240525_200225594~2

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muebau commented May 25, 2024

Love to see it is working as it does here. 😂

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muebau commented May 25, 2024

BTW is this a WS2812 4X16X16 setup or something else?

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BTW is this a WS2812 4X16X16 setup or something else?

Yes exactly this, with an added 3d printed grid and diffuser foil

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Apart from a few missing f for float constants this is ok for me.
@softhack007 do you have any objections?

usermods/TetrisAI_v2/usermod_v2_tetrisai.h Outdated Show resolved Hide resolved
@blazoncek blazoncek removed the waiting for feedback addition information needed to better understand the issue label May 26, 2024
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I would prefer you stick to this repository for completeness.

usermods/TetrisAI_v2/readme.md Outdated Show resolved Hide resolved
@blazoncek blazoncek merged commit 3a70fb0 into Aircoookie:0_15 May 27, 2024
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Usermod TetrisAI compile error
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