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Verse Function Renaming: The Art of Clean Code Through Smart Aliases

tutorials• by BizaNator

Verse Function Renaming: The Art of Clean Code Through Smart Aliases

Ever felt like your function names are longer than a loading screen tooltip?

When developing games, we often start with descriptive but verbose function names that make perfect sense... until we have to type them for the hundredth time. Today, we'll explore a real-world example of simplifying function names while maintaining backward compatibility, using a technique that's smoother than a perfectly timed emote.

What is Function Renaming? (For Those Who Type GetPlayerDataForPlayerForPlayerSession)

Function renaming is like giving your character a nickname – it's shorter, easier to remember, but still refers to the same entity. In our case, we're looking at transforming GetPlayerDataForPlayer into the more concise GetPlayerData. Think of it as upgrading from a lengthy gamertag to something you can actually type without getting thumb cramps.

The Problem (Or: "Why Are We Still Typing ForPlayer When We Know It's For a Player?")

Here's what we're dealing with:

# Original verbose function
GetPlayerDataForPlayer<public>(Agent:agent)<transacts><decides>:player_data =
    GameSessionData := GetOrCreateSessionData(GetSession())
    Player := CheckPlayerDataForPlayer[Agent]
    PlayerData := GameSessionData.PlayerData[Player]
    return PlayerData

If you're experiencing any of these symptoms:

  • Your function names are longer than your actual implementation
  • You keep misspelling "ForPlayer" as "ForPLayer" at 2 AM
  • Your autocomplete is getting RSI from suggesting the full name
  • Your code reviews include more horizontal scrolling than a side-scroller game

The Solution (In Order of "Why Didn't We Do This Sooner?")

1. The Clean Rename (Operation: Shorter Name, Same Game)

First, let's create our new, streamlined function:

# Get the player's data with a cleaner name
GetPlayerData<public>(Agent:agent)<transacts><decides>:player_data =
    # Get the session data
    GameSessionData := GetOrCreateSessionData(GetSession())
    # Check if the player has data, if not, create one
    Player := CheckPlayerDataForPlayer[Agent]
    # Get the player session data
    PlayerData := GameSessionData.PlayerData[Player]
    return PlayerData

2. The Backward Compatibility Trick (Or: How to Not Break Everything)

Here's where we pull out our secret weapon – the alias:

# Alias for backward compatibility
GetPlayerDataForPlayer<public>(Agent:agent)<transacts><decides>:player_data = GetPlayerData[Agent]

This is like setting up a redirect from your old gamertag to your new one – all the old references still work, but new code can use the shorter name.

Understanding the Approach (Or: "Why This Won't Break Your Build")

Let's break down why this solution works perfectly:

  1. Clear Context: The function is already in a player-focused context, so "ForPlayer" is as redundant as a double shield potion at full shields.

  2. Type Safety: The Agent parameter type makes it crystal clear what we're dealing with – like having a clearly marked pickup in game.

  3. Return Clarity: The player_data return type tells us exactly what we're getting back – no mystery loot boxes here.

  4. Verse Style: Verse favors concise but clear names, like a well-designed UI that shows exactly what you need.

Why This Works (The Technical Deep Dive)

Let's visualize the relationship between our old and new functions:

graph TD
    A[Client Code] --> B{GetPlayerDataForPlayer}
    B -->|Alias| C[GetPlayerData]
    C --> D[Session Data]
    D --> E[Player Data]
    style B fill:#ff2a6d,stroke:#fff,stroke-width:2px
    style C fill:#05d9e8,stroke:#fff,stroke-width:2px

The alias acts as a bridge, ensuring that:

  • Old code continues to work flawlessly
  • New code can use the cleaner name
  • No functionality is changed
  • We can gradually update references

Conclusion

Renaming GetPlayerDataForPlayer to GetPlayerData is like upgrading your loadout – it's more efficient, cleaner, and just feels right. With our backward compatibility alias in place, we've achieved the perfect balance between improving our codebase and maintaining stability.

Remember: Good function names are like good emotes – short, memorable, and they get the job done with style.


Note: No functions were harmed in the making of this article. The original function name is now living happily in retirement as an alias.

BizaNator

BizaNator

Verified CreatorGame DeveloperContent Creator
Unreal EngineVerseGame Design3D Modeling