deps: Refactor dependencies (#3224)

* remove spring dep
move junit, logging, mockito under dep mgmt

* upgrade anti-corruption-layer deps

* async method invocation

* balking, bloc

* bridge to bytecode

* caching

* callback - cqrs

* component - health check

* hexagonal - metadata mapping

* rest of the patterns

* remove checkstyle, take spotless into use
This commit is contained in:
Ilkka Seppälä
2025-03-29 19:34:27 +02:00
committed by GitHub
parent 371439aeaa
commit 0ca162a55c
1863 changed files with 14408 additions and 17637 deletions
@@ -28,9 +28,7 @@ import java.security.SecureRandom;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/**
* Abstract class for GameLoop implementation class.
*/
/** Abstract class for GameLoop implementation class. */
public abstract class GameLoop {
protected final Logger logger = LoggerFactory.getLogger(this.getClass());
@@ -39,26 +37,20 @@ public abstract class GameLoop {
protected final GameController controller;
/**
* Initialize game status to be stopped.
*/
/** Initialize game status to be stopped. */
protected GameLoop() {
controller = new GameController();
status = GameStatus.STOPPED;
}
/**
* Run game loop.
*/
/** Run game loop. */
public void run() {
status = GameStatus.RUNNING;
Thread gameThread = new Thread(this::processGameLoop);
gameThread.start();
}
/**
* Stop game loop.
*/
/** Stop game loop. */
public void stop() {
status = GameStatus.STOPPED;
}
@@ -73,9 +65,8 @@ public abstract class GameLoop {
}
/**
* Handle any user input that has happened since the last call. In order to
* simulate the situation in real-life game, here we add a random time lag.
* The time lag ranges from 50 ms to 250 ms.
* Handle any user input that has happened since the last call. In order to simulate the situation
* in real-life game, here we add a random time lag. The time lag ranges from 50 ms to 250 ms.
*/
protected void processInput() {
try {
@@ -88,18 +79,12 @@ public abstract class GameLoop {
}
}
/**
* Render game frames to screen. Here we print bullet position to simulate
* this process.
*/
/** Render game frames to screen. Here we print bullet position to simulate this process. */
protected void render() {
var position = controller.getBulletPosition();
logger.info("Current bullet position: {}", position);
}
/**
* execute game loop logic.
*/
/** execute game loop logic. */
protected abstract void processGameLoop();
}