fix: expression evaluation#1005
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This pull request introduces a new expression evaluation system using angular-expressions as an alternative to the legacy parser, managed by a legacyExpressionParser flag. The new evaluation logic is integrated into script execution and variable assignment. Feedback is provided to optimize the performance of the new evaluateExpression function by caching compiled expressions and using a Proxy to avoid costly object copying during scope resolution.
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| export function evaluateExpression(expressionString: string): string | number | boolean | undefined { | ||
| try { | ||
| const evaluate = expression.compile(expressionString); | ||
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| const stageState = stageStateManager.getCalculationStageState(); | ||
| const stageVar = stageState.GameVar; | ||
| const userData = webgalStore.getState().userData; | ||
| const globalVar = userData.globalGameVar; | ||
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| const scope: any = {}; | ||
| // 先加入内置函数(最低优先级) | ||
| Object.assign(scope, builtinFunctions); | ||
| // 然后加入全局变量 | ||
| Object.assign(scope, globalVar); | ||
| // 最后加入舞台变量以保证最高优先级 | ||
| Object.assign(scope, stageVar); | ||
| // 支持 $ 前缀的特殊值 | ||
| scope['$stage'] = stageState; | ||
| scope['$userData'] = userData; | ||
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| const result = evaluate(scope); | ||
| switch (typeof result) { | ||
| case 'string': | ||
| case 'number': | ||
| case 'boolean': | ||
| return result; |
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性能优化建议:缓存编译结果与避免对象拷贝
在当前实现中,每次调用 evaluateExpression 都会执行以下操作:
- 调用
expression.compile(expressionString)重新编译表达式。编译是一个涉及词法分析、语法分析和生成 AST 的 CPU 密集型操作。 - 使用
Object.assign浅拷贝builtinFunctions、globalVar和stageVar。在大型游戏中,变量(尤其是全局变量和舞台变量)的数量可能非常多,频繁的对象创建和属性拷贝会带来显著的 CPU 开销和垃圾回收(GC)压力。
解决方案:
- 引入编译缓存:使用
Map缓存已编译的表达式函数。由于angular-expressions编译出的函数是无状态的,因此可以安全地复用。 - 使用
Proxy代理作用域查找:通过Proxy动态拦截属性读取,避免每次求值时都进行对象拷贝,从而实现零拷贝(Zero-copy)查找。
以下是优化后的代码建议:
const expressionCache = new Map<string, (scope: any) => any>();
export function evaluateExpression(expressionString: string): string | number | boolean | undefined {
try {
let evaluate = expressionCache.get(expressionString);
if (!evaluate) {
evaluate = expression.compile(expressionString);
expressionCache.set(expressionString, evaluate);
}
const stageState = stageStateManager.getCalculationStageState();
const stageVar = stageState.GameVar;
const userData = webgalStore.getState().userData;
const globalVar = userData.globalGameVar;
const scope = new Proxy({} as any, {
get(_, prop) {
if (typeof prop !== 'string') return undefined;
if (prop === '$stage') return stageState;
if (prop === '$userData') return userData;
if (stageVar && Object.prototype.hasOwnProperty.call(stageVar, prop)) {
return stageVar[prop];
}
if (globalVar && Object.prototype.hasOwnProperty.call(globalVar, prop)) {
return globalVar[prop];
}
if (Object.prototype.hasOwnProperty.call(builtinFunctions, prop)) {
return (builtinFunctions as any)[prop];
}
return undefined;
},
has(_, prop) {
if (typeof prop !== 'string') return false;
return (
prop === '$stage' ||
prop === '$userData' ||
(stageVar && Object.prototype.hasOwnProperty.call(stageVar, prop)) ||
(globalVar && Object.prototype.hasOwnProperty.call(globalVar, prop)) ||
Object.prototype.hasOwnProperty.call(builtinFunctions, prop)
);
},
});
const result = evaluate(scope);
switch (typeof result) {
case 'string':
case 'number':
case 'boolean':
return result;
介绍
使用 angular-expression 原生的表达式解析逻辑,同时加个配置选项以便回退到旧版的表达式解析逻辑。
背景
现有的表达式变量提取相当地不可靠,有时出现一些意外的情况

并且有时候我确实需要在 setVar 表达式里判断某个变量是否存在,但是变量有字符串回退的逻辑,这使得变量永远不为空。
更改
移除变量名字符串回退
在表达式中访问不存在的变量,不会回退变量名字符串,而是直接报编译错误,并且不设置游戏变量。
变量名与表达式提取
以 setVar sentenceContent 的第一个等号为分隔,前为变量名,后为表达式。
变量名不作格式要求,甚至可以带空格,用中文,用非标准命名格式,但是取变量需要特殊处理
如果变量名是标准命名格式,则可以直接用变量名获取值
严格拒绝不支持的返回类型
表达式求值返回类型只允许是 string, number, boolean,其他值均会被拒绝存入变量。
兼容性
配置里新加了一个参数
Legacy_Expression_Parser当
Legacy_Expression_Parser:true;时,就是原来的解析逻辑。不写该配置项,或者该配置项不为 true 时,就是用新的解析逻辑。