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Add units filter on playeractions for performance (#3213)
## Description: The ghost structure calls player actions each frame, which is costly since it's checking for all possible actions. This add a unit list filter in actions so if there are units it only checks for buildability of those units. Before:  Player actions takes 20-30% of the worker After: <img width="825" height="342" alt="image" src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200" /> Player actions takes 1-3% of the worker Both performances are relevant only when a ghost structure is selected ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: Mr. Box
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@@ -138,7 +138,7 @@ export class NukeTrajectoryPreviewLayer implements Layer {
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// Get buildable units to find spawn tile (expensive call - only on tick when tile changes)
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player
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.actions(targetTile)
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.actions(targetTile, [ghostStructure])
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.then((actions) => {
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// Ignore stale results if target changed
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if (this.lastTargetTile !== targetTile) {
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@@ -285,7 +285,7 @@ export class StructureIconsLayer implements Layer {
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this.game
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?.myPlayer()
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?.actions(tileRef)
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?.actions(tileRef, [this.ghostUnit?.buildableUnit.type])
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.then((actions) => {
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if (this.potentialUpgrade) {
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this.potentialUpgrade.iconContainer.filters = [];
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@@ -22,6 +22,19 @@ import portIcon from "/images/PortIcon.svg?url";
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import samLauncherIcon from "/images/SamLauncherIconWhite.svg?url";
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import defensePostIcon from "/images/ShieldIconWhite.svg?url";
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const BUILDABLE_UNITS: UnitType[] = [
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UnitType.City,
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UnitType.Factory,
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UnitType.Port,
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UnitType.DefensePost,
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UnitType.MissileSilo,
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UnitType.SAMLauncher,
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UnitType.Warship,
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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UnitType.MIRV,
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];
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@customElement("unit-display")
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export class UnitDisplay extends LitElement implements Layer {
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public game: GameView;
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@@ -55,17 +68,7 @@ export class UnitDisplay extends LitElement implements Layer {
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}
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}
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this.allDisabled =
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config.isUnitDisabled(UnitType.City) &&
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config.isUnitDisabled(UnitType.Factory) &&
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config.isUnitDisabled(UnitType.Port) &&
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config.isUnitDisabled(UnitType.DefensePost) &&
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config.isUnitDisabled(UnitType.MissileSilo) &&
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config.isUnitDisabled(UnitType.SAMLauncher) &&
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config.isUnitDisabled(UnitType.Warship) &&
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config.isUnitDisabled(UnitType.AtomBomb) &&
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config.isUnitDisabled(UnitType.HydrogenBomb) &&
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config.isUnitDisabled(UnitType.MIRV);
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this.allDisabled = BUILDABLE_UNITS.every((u) => config.isUnitDisabled(u));
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this.requestUpdate();
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}
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@@ -101,7 +104,7 @@ export class UnitDisplay extends LitElement implements Layer {
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tick() {
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const player = this.game?.myPlayer();
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player?.actions().then((actions) => {
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player?.actions(undefined, BUILDABLE_UNITS).then((actions) => {
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this.playerActions = actions;
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});
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if (!player) return;
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@@ -195,13 +195,14 @@ export class GameRunner {
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playerID: PlayerID,
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x?: number,
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y?: number,
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units?: UnitType[],
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): PlayerActions {
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const player = this.game.player(playerID);
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const tile =
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x !== undefined && y !== undefined ? this.game.ref(x, y) : null;
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const actions = {
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canAttack: tile !== null && player.canAttack(tile),
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buildableUnits: player.buildableUnits(tile),
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canAttack: tile !== null && units === undefined && player.canAttack(tile),
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buildableUnits: player.buildableUnits(tile, units),
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canSendEmojiAllPlayers: player.canSendEmoji(AllPlayers),
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canEmbargoAll: player.canEmbargoAll(),
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} as PlayerActions;
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@@ -627,7 +627,7 @@ export interface Player {
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unitCount(type: UnitType): number;
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unitsConstructed(type: UnitType): number;
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unitsOwned(type: UnitType): number;
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buildableUnits(tile: TileRef | null): BuildableUnit[];
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buildableUnits(tile: TileRef | null, units?: UnitType[]): BuildableUnit[];
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canBuild(type: UnitType, targetTile: TileRef): TileRef | false;
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buildUnit<T extends UnitType>(
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type: T,
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@@ -403,11 +403,12 @@ export class PlayerView {
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return { hasEmbargo, hasFriendly };
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}
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async actions(tile?: TileRef): Promise<PlayerActions> {
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async actions(tile?: TileRef, units?: UnitType[]): Promise<PlayerActions> {
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return this.game.worker.playerInteraction(
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this.id(),
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tile && this.game.x(tile),
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tile && this.game.y(tile),
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units,
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);
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}
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+34
-24
@@ -22,6 +22,7 @@ import {
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EmojiMessage,
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GameMode,
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Gold,
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isStructureType,
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MessageType,
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MutableAlliance,
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Player,
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@@ -960,31 +961,40 @@ export class PlayerImpl implements Player {
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this.recordUnitConstructed(unit.type());
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}
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public buildableUnits(tile: TileRef | null): BuildableUnit[] {
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const validTiles = tile !== null ? this.validStructureSpawnTiles(tile) : [];
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return Object.values(UnitType).map((u) => {
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let canUpgrade: number | false = false;
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let canBuild: TileRef | false = false;
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if (!this.mg.inSpawnPhase()) {
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const existingUnit = tile !== null && this.findUnitToUpgrade(u, tile);
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if (existingUnit !== false) {
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canUpgrade = existingUnit.id();
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public buildableUnits(
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tile: TileRef | null,
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units?: UnitType[],
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): BuildableUnit[] {
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const validTiles =
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tile !== null &&
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(units === undefined || units.some((u) => isStructureType(u)))
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? this.validStructureSpawnTiles(tile)
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: [];
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return Object.values(UnitType)
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.filter((u) => units === undefined || units.includes(u))
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.map((u) => {
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let canUpgrade: number | false = false;
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let canBuild: TileRef | false = false;
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if (!this.mg.inSpawnPhase()) {
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const existingUnit = tile !== null && this.findUnitToUpgrade(u, tile);
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if (existingUnit !== false) {
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canUpgrade = existingUnit.id();
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}
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if (tile !== null) {
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canBuild = this.canBuild(u, tile, validTiles);
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}
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}
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if (tile !== null) {
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canBuild = this.canBuild(u, tile, validTiles);
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}
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}
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return {
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type: u,
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canBuild,
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canUpgrade,
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cost: this.mg.config().unitInfo(u).cost(this.mg, this),
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overlappingRailroads:
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canBuild !== false
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? this.mg.railNetwork().overlappingRailroads(canBuild)
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: [],
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} as BuildableUnit;
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});
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return {
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type: u,
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canBuild,
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canUpgrade,
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cost: this.mg.config().unitInfo(u).cost(this.mg, this),
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overlappingRailroads:
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canBuild !== false
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? this.mg.railNetwork().overlappingRailroads(canBuild)
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: [],
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} as BuildableUnit;
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});
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}
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canBuild(
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@@ -94,6 +94,7 @@ ctx.addEventListener("message", async (e: MessageEvent<MainThreadMessage>) => {
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message.playerID,
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message.x,
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message.y,
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message.units,
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);
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sendMessage({
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type: "player_actions_result",
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@@ -4,6 +4,7 @@ import {
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PlayerBorderTiles,
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PlayerID,
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PlayerProfile,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { ErrorUpdate, GameUpdateViewData } from "../game/GameUpdates";
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@@ -164,6 +165,7 @@ export class WorkerClient {
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playerID: PlayerID,
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x?: number,
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y?: number,
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units?: UnitType[],
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): Promise<PlayerActions> {
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return new Promise((resolve, reject) => {
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if (!this.isInitialized) {
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@@ -185,9 +187,10 @@ export class WorkerClient {
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this.worker.postMessage({
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type: "player_actions",
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id: messageId,
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playerID: playerID,
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x: x,
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y: y,
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playerID,
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x,
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y,
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units,
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});
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});
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}
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@@ -3,6 +3,7 @@ import {
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PlayerBorderTiles,
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PlayerID,
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PlayerProfile,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { GameUpdateViewData } from "../game/GameUpdates";
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@@ -62,6 +63,7 @@ export interface PlayerActionsMessage extends BaseWorkerMessage {
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playerID: PlayerID;
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x?: number;
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y?: number;
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units?: UnitType[];
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}
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export interface PlayerActionsResultMessage extends BaseWorkerMessage {
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