From 3b9e94ddb911f14b88b9615e8f4ddf5161c88640 Mon Sep 17 00:00:00 2001 From: DevelopingTom Date: Thu, 15 May 2025 20:25:12 +0200 Subject: [PATCH] Improve border drawing performances (#751) ## Description: When drawing the border colors, the territory layer is using the generic `nearbyUnit` function to check if any allied outpost is nearby. But `nearbyUnit` is uselesly computing the distance with all units, which is very costly specially in late games with plenty of units. Early game (<1 min): ![image](https://github.com/user-attachments/assets/faa90c82-a7dd-43db-b2ff-1f6cd24b24cd) Late game (> 10 min): ![image](https://github.com/user-attachments/assets/863d4d1a-6d5e-4971-a66c-461a876ca53f) This PR adds another function tailored for this requirement. ## Improvements: - New `hasNearbyUnit()` function stopping at the first correct unit, rather than computing the distance with every unit - Check the unit type before computing its distance - Selecting the correct cells: The previous algorithm was very generous and looking at cells uselessly. Admittedly this is marginal but since it is called on every border pixel change, we should squeeze the most performances out of it. ![overflow](https://github.com/user-attachments/assets/22b26c49-ba9d-4050-8ccd-9dde48913720) Performances after (with bots): Early: ![image](https://github.com/user-attachments/assets/f78d08d4-938c-466b-b8b3-9d1ad57b5dfb) Late: ![image](https://github.com/user-attachments/assets/c12a8793-4039-4278-9413-07b2af5c8f3d) Both Chrome and Firefox seems to benefit from it: Previous behavior on chrome: ![Sans titre](https://github.com/user-attachments/assets/e10256f7-dcc0-47c7-8878-fa0ce8a02b39) After: ![Sans titre-1](https://github.com/user-attachments/assets/15747e02-69fd-45a2-90f8-389250f261cd) ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --- src/client/graphics/layers/TerritoryLayer.ts | 13 +- src/core/game/GameView.ts | 9 ++ src/core/game/UnitGrid.ts | 100 ++++++++++--- tests/UnitGrid.test.ts | 139 +++++++++++++++++++ tests/testdata/BigPlains.png | Bin 0 -> 11518 bytes 5 files changed, 233 insertions(+), 28 deletions(-) create mode 100644 tests/UnitGrid.test.ts create mode 100644 tests/testdata/BigPlains.png diff --git a/src/client/graphics/layers/TerritoryLayer.ts b/src/client/graphics/layers/TerritoryLayer.ts index fd3f520ed..55a57e61f 100644 --- a/src/client/graphics/layers/TerritoryLayer.ts +++ b/src/client/graphics/layers/TerritoryLayer.ts @@ -259,13 +259,12 @@ export class TerritoryLayer implements Layer { if (this.game.isBorder(tile)) { const playerIsFocused = owner && this.game.focusedPlayer() == owner; if ( - this.game - .nearbyUnits( - tile, - this.game.config().defensePostRange(), - UnitType.DefensePost, - ) - .filter((u) => u.unit.owner() == owner).length > 0 + this.game.hasUnitNearby( + tile, + this.game.config().defensePostRange(), + UnitType.DefensePost, + owner.id(), + ) ) { const borderColors = this.theme.defendedBorderColors(owner); const x = this.game.x(tile); diff --git a/src/core/game/GameView.ts b/src/core/game/GameView.ts index 877ec19cf..cc9b6f6d8 100644 --- a/src/core/game/GameView.ts +++ b/src/core/game/GameView.ts @@ -391,6 +391,15 @@ export class GameView implements GameMap { }>; } + hasUnitNearby( + tile: TileRef, + searchRange: number, + type: UnitType, + playerId: PlayerID, + ) { + return this.unitGrid.hasUnitNearby(tile, searchRange, type, playerId); + } + myClientID(): ClientID { return this._myClientID; } diff --git a/src/core/game/UnitGrid.ts b/src/core/game/UnitGrid.ts index 79b7b0b32..e75753d3c 100644 --- a/src/core/game/UnitGrid.ts +++ b/src/core/game/UnitGrid.ts @@ -1,4 +1,4 @@ -import { Unit, UnitType } from "./Game"; +import { PlayerID, Unit, UnitType } from "./Game"; import { GameMap, TileRef } from "./GameMap"; import { UnitView } from "./GameView"; @@ -50,6 +50,46 @@ export class UnitGrid { ); } + // Compute the exact cells in range of tile + private getCellsInRange(tile: TileRef, range: number) { + const x = this.gm.x(tile); + const y = this.gm.y(tile); + const cellSize = this.cellSize; + const [gridX, gridY] = this.getGridCoords(x, y); + const startGridX = Math.max( + 0, + gridX - Math.ceil((range - (x % cellSize)) / cellSize), + ); + const endGridX = Math.min( + this.grid[0].length - 1, + gridX + Math.ceil((range - (cellSize - (x % cellSize))) / cellSize), + ); + const startGridY = Math.max( + 0, + gridY - Math.ceil((range - (y % cellSize)) / cellSize), + ); + const endGridY = Math.min( + this.grid.length - 1, + gridY + Math.ceil((range - (cellSize - (y % cellSize))) / cellSize), + ); + + return { startGridX, endGridX, startGridY, endGridY }; + } + + private squaredDistanceFromTile( + unit: Unit | UnitView, + tile: TileRef, + ): number { + const x = this.gm.x(tile); + const y = this.gm.y(tile); + const tileX = this.gm.x(unit.tile()); + const tileY = this.gm.y(unit.tile()); + const dx = tileX - x; + const dy = tileY - y; + const distSquared = dx * dx + dy * dy; + return distSquared; + } + // Get all units within range of a point // Returns [unit, distanceSquared] pairs for efficient filtering nearbyUnits( @@ -57,38 +97,56 @@ export class UnitGrid { searchRange: number, types: UnitType | UnitType[], ): Array<{ unit: Unit | UnitView; distSquared: number }> { - const x = this.gm.x(tile); - const y = this.gm.y(tile); - const [gridX, gridY] = this.getGridCoords(x, y); - const cellsToCheck = Math.ceil(searchRange / this.cellSize); const nearby: Array<{ unit: Unit | UnitView; distSquared: number }> = []; - - const startGridX = Math.max(0, gridX - cellsToCheck); - const endGridX = Math.min(this.grid[0].length - 1, gridX + cellsToCheck); - const startGridY = Math.max(0, gridY - cellsToCheck); - const endGridY = Math.min(this.grid.length - 1, gridY + cellsToCheck); - + const { startGridX, endGridX, startGridY, endGridY } = this.getCellsInRange( + tile, + searchRange, + ); const rangeSquared = searchRange * searchRange; const typeSet = Array.isArray(types) ? new Set(types) : new Set([types]); - for (let cy = startGridY; cy <= endGridY; cy++) { for (let cx = startGridX; cx <= endGridX; cx++) { for (const unit of this.grid[cy][cx]) { - if (unit.isActive()) { - const tileX = this.gm.x(unit.tile()); - const tileY = this.gm.y(unit.tile()); - const dx = tileX - x; - const dy = tileY - y; - const distSquared = dx * dx + dy * dy; - - if (distSquared <= rangeSquared && typeSet.has(unit.type())) { + if (typeSet.has(unit.type()) && unit.isActive()) { + const distSquared = this.squaredDistanceFromTile(unit, tile); + if (distSquared <= rangeSquared) { nearby.push({ unit, distSquared }); } } } } } - return nearby; } + + // Return true if it finds an owned specific unit in range + hasUnitNearby( + tile: TileRef, + searchRange: number, + type: UnitType, + playerId: PlayerID, + ): boolean { + const { startGridX, endGridX, startGridY, endGridY } = this.getCellsInRange( + tile, + searchRange, + ); + const rangeSquared = searchRange * searchRange; + for (let cy = startGridY; cy <= endGridY; cy++) { + for (let cx = startGridX; cx <= endGridX; cx++) { + for (const unit of this.grid[cy][cx]) { + if ( + unit.type() == type && + unit.owner().id() == playerId && + unit.isActive() + ) { + const distSquared = this.squaredDistanceFromTile(unit, tile); + if (distSquared <= rangeSquared) { + return true; + } + } + } + } + } + return false; + } } diff --git a/tests/UnitGrid.test.ts b/tests/UnitGrid.test.ts new file mode 100644 index 000000000..0fcfbf11f --- /dev/null +++ b/tests/UnitGrid.test.ts @@ -0,0 +1,139 @@ +import { PlayerInfo, PlayerType, UnitType } from "../src/core/game/Game"; +import { UnitGrid } from "../src/core/game/UnitGrid"; +import { setup } from "./util/Setup"; + +async function checkRange( + mapName: string, + unitPosX: number, + rangeCheck: number, + range: number, +) { + const game = await setup(mapName, { infiniteGold: true, instantBuild: true }); + const grid = new UnitGrid(game.map()); + const player = game.addPlayer( + new PlayerInfo("us", "test_player", PlayerType.Human, null, "test_id"), + ); + const unitTile = game.map().ref(unitPosX, 0); + grid.addUnit(player.buildUnit(UnitType.DefensePost, unitTile, {})); + const tileToCheck = game.map().ref(rangeCheck, 0); + return grid.hasUnitNearby( + tileToCheck, + range, + UnitType.DefensePost, + "test_id", + ); +} + +async function nearbyUnits( + mapName: string, + unitPosX: number, + rangeCheck: number, + range: number, + unitTypes: UnitType[], +) { + const game = await setup(mapName, { infiniteGold: true, instantBuild: true }); + const grid = new UnitGrid(game.map()); + const player = game.addPlayer( + new PlayerInfo("us", "test_player", PlayerType.Human, null, "test_id"), + ); + const unitTile = game.map().ref(unitPosX, 0); + for (const unitType of unitTypes) { + grid.addUnit(player.buildUnit(unitType, unitTile, {})); + } + const tileToCheck = game.map().ref(rangeCheck, 0); + return grid.nearbyUnits(tileToCheck, range, unitTypes); +} + +describe("Unit Grid range tests", () => { + const hasUnitCases = [ + ["Plains", 0, 10, 0, true], // Same spot + ["Plains", 0, 10, 10, true], // Exactly on the range + ["Plains", 0, 10, 11, false], // Exactly 1px outside + ["BigPlains", 0, 198, 42, true], // Inside huge range + ["BigPlains", 0, 198, 199, false], // Exactly 1px outside huge range + ]; + + describe("Is unit in range", () => { + test.each(hasUnitCases)( + "on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p", + async ( + mapName: string, + unitPosX: number, + range: number, + rangeCheck: number, + expectedResult: boolean, + ) => { + const result = await checkRange(mapName, unitPosX, rangeCheck, range); + expect(result).toBe(expectedResult); + }, + ); + }); + + const unitsInRangeCases = [ + ["Plains", 0, 10, 0, [UnitType.Warship], 1], // Same spot + ["Plains", 0, 10, 0, [UnitType.City, UnitType.Port], 2], // 2 in range + ["Plains", 0, 10, 0, [], 0], // no unit + ["Plains", 0, 10, 10, [UnitType.City], 1], // Exactly on the range + ["Plains", 0, 10, 11, [UnitType.DefensePost], 0], // 1px outside + ["BigPlains", 0, 198, 42, [UnitType.TradeShip], 1], // Inside huge range + ["BigPlains", 0, 198, 199, [UnitType.TransportShip], 0], // 1px outside + ]; + + describe("Retrieve all units in range", () => { + test.each(unitsInRangeCases)( + "on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p", + async ( + mapName: string, + unitPosX: number, + range: number, + rangeCheck: number, + units: UnitType[], + expectedResult: number, + ) => { + const result = await nearbyUnits( + mapName, + unitPosX, + rangeCheck, + range, + units, + ); + expect(result.length).toBe(expectedResult); + }, + ); + + test("Wrong unit type in range", async () => { + const game = await setup("Plains", { + infiniteGold: true, + instantBuild: true, + }); + const grid = new UnitGrid(game.map()); + const player = game.addPlayer( + new PlayerInfo("us", "test_player", PlayerType.Human, null, "test_id"), + ); + const unitTile = game.map().ref(0, 0); + grid.addUnit(player.buildUnit(UnitType.City, unitTile, {})); + const tileToCheck = game.map().ref(0, 0); + expect(grid.nearbyUnits(tileToCheck, 10, [UnitType.Port])).toHaveLength( + 0, + ); + }); + + test("One inside, one outside of range", async () => { + const game = await setup("Plains", { + infiniteGold: true, + instantBuild: true, + }); + const grid = new UnitGrid(game.map()); + const player = game.addPlayer( + new PlayerInfo("us", "test_player", PlayerType.Human, null, "test_id"), + ); + const unitType = UnitType.City; + const unitTile = game.map().ref(0, 0); + grid.addUnit(player.buildUnit(unitType, unitTile, {})); + const outsideTile = game.map().ref(99, 0); + grid.addUnit(player.buildUnit(unitType, outsideTile, {})); + const tileToCheck = game.map().ref(0, 0); + expect(grid.nearbyUnits(tileToCheck, 10, [unitType])).toHaveLength(1); + }); + }); +}); diff --git a/tests/testdata/BigPlains.png b/tests/testdata/BigPlains.png new file mode 100644 index 0000000000000000000000000000000000000000..12cf92f1e12019883063a258599b2fb5a99f795e GIT binary patch literal 11518 zcmYLvc~nyAA9pj8W9XzMqD~{OC=sbyIw@{rT7niNT9~;z<)AaUi@OtPCYmT(nu%DE zq#0^jxuB+|=7xz|i~EMS;YNrXFY|lPd)_~ud(XM&`#kqP=X>w>em_gfWwhO4nPV~s z4jed)LfT>_=a2u5LqAK7uUwb~2M+u|#M{_hM%mbC1ce0N#Q%Ncz=7kv4>BE&+d8VY zCEUDc>rt6;a>d8xkpe}>2IbhVa-%$m4?Z(65>QL{)3^BV2TAR10p7knL(NxVvyQKE zS3g{+-RGv~q3(w)gvG~kV?DXC(mzUH>kolTH@)6K#~PJfg8Ef0_z{izkY`3~d2@Gt zDuO%H$=6Q|L<1eK?FJ4ol-z(Pj3%wmaA%UZNjta=(^j))%}_@SfF?sQ4Y8h#dH$PJ zykq{FY2j%bw3g*bRfVC`I)7)E*UY;#$2Cu8-*AZcs(lY@4IsT*B8fsVg63MO7=JA9 z^tWGcqyc>XQYkIBeQ194+CPqNQ?J$arUN(j41<52a&1;@Kh)(i-=Hp#ZmbLMueV5| z*B*Dah#I>t?Ht%NT*Qr2iyj+3dQg3`S${i6-fO~rv*)SOSn}O)le&}sZNKLS{;_C- zCWLv)bpAr`Uyarp&rW<8@Pewh`Mt7t4Gf{bT!Viey~9rXv-d$1;SxSDpS);hXZ-}Dw2!RVW>;zrFlOcJ)(3Xg%)0M-~e16Wozvm z>9I_`9;$11)K(xKUzI99ynE%|*Lx!-ojnW8f=3vIiDcm0qRQ9$qe+DOhJguti=JY= z_&vcee|NphfWIZ;(h>?A&J-2WVic(2<-mlUAKFs&$9n5M_PSmCMU^p}ciOFryx6Y+ z73;%~Xd5vI3|%F26P(uHol1+}#>_N`j>-BfY-*z%u-zn78LkHFNz#PrYFhYt$fuDrwru`POW1JT zJhK72nPXSY>~Apq)jN1QbZQ%*`Xbjncjn60wGyYx+(^rirxtOmjP1mjiwlq?y-Xhk zPQVzi!jwe=l_n27ib1QzO(G_1BdkeRf?NGB!>JE7C%?`NH$6e1JR=*Nu=3|Q4MfKJ z^Dh@yBYVE7=dGIcsauRSnsMl=5Q|v-L>u?Dw{YFV7@IGdRk5~!;g}UU!Q|dnZ#wsJ z#=;764fDD)G|#Gst0n0X9iuaNO z2V(R9W#ci(@!Xb;n8RpJ8Bz^+b!`)hY6&zmc?MsVv$Z(AfAXJB&riKi$SxKu&Ap7{ z`^i!;7ia&c6RjC^(7<3w>^9`pWvel#^+)9-h85~q{I{l>OOvrs=Zl?s zBeZIq>j8_Ur$+IX=heoQKFE4Eu?{q~|FMu(;U3$h(qvMG3i<;KOCL)V5z2>QX&4dV zR6*&wo91jm#!c$H&z@gX-OQ+r#l(s?W-XGNJWj8iXqM(FZ+r`Ej1!0AudX%w%Ctqf zd_SQ1Sd`FHkz~YbHhBKf zX8t*pE(g914q=c1tpFUa9e<=p;k}zpOrGzM!;*;Bp%$wh^Q+^*@mx&yH z8FP_bw<=9Ff=llIP6K~A@u%;z^J-4q$?=wh`t-PBnJ9av z=8kd9=z82BF>(cvFO+M13Ft_st8f=W6x$P&7f+1NMm7)y<&Ne`8c4E%>=_ivDn)`@~_z8GKjvasC zPtdi5(!haQOR6#qx|aM_OV2K|3TOJNSAhQ+Kyz;|_E?$ z;VTWrHMgwkI_4PBy#>TK`>exx8uzv)<6bE^hw@#0j3@s8;ZdMiJ1?lJo#ySKNa#8Q$D!{&hb%Va|J zUd)lk_i}9zzPqoWzJKS}(C4m2bm>w)ngc>Pxb=RmkB{>$Yvxwm2@R(t*p=9YN4$|) zKypaVWfL(`q*)?;3SbZ@J&k3$XN5o9+^0ri!Dt3w?Nl%FzXh;q!yjl)V#37Iq0liM zk*DS$ZA_*w@NNIKOmkG7MzQ0hGUE0cj3(o1ocVtz%lU4_3H}wm$JJ`#Q6z79xft%> z%;qn_N-6!WDcmnj+b#xc1j;93m;)uYqfQESKb-EZqtfE01$uA{Spk@XV=pBwUi}JW zMnz|u$An7Wzs5hV-WjgXsDE)?7v$taLZN=fH zZ4$FUZWx2|(BjGZV+{bbVbFa0F@=|T&{H_ALAzaxQlx|9<>~!m-H-rlw3nIzmVQCy zo%XCntNI7IwxT>4|9gujsfmmH!eg}_OiBo-m_{V*+h_L%O!cPlWhr@aGP=%B(EdeU ze{0P?E+=uHY4Y;lK(1PpV<>Z%kEg%k1jG5Vz?zrRqCB3G2(z{Jhk5@>Wi){eV<2?K5WKrZ3xJsx3_tPEY;`rBQ&;ec6t)aCO zSTLLg9Wy{VXwriXCPnjg&C^bea-m>7q|j@`=*c-VY+6ff=?y7g^whnW@*;Qj_?7B0 zM>g{z17%!_w0NGJ_wXEY+HxIZ%Bv@OXbJRQysTa(u0F|NSJ@;*&{dL6oi3#~)wkpm zjhCY*qO@9%%(@L$YDH0s*{FI&UZ&D0_DB>x_RpNuix%M4R;kIKQ2B0uJoz()&i5K~ z9)^3dwFcj43)~^Ep0V65;FNJ7-9siJzd_M0P0^DcD<|mADf~UkbU=ArIgw2K>+^mk z5_J!%hMPHQHQ4&gKzW&-5ydb+7xy z^48#hBP$rnezrk{235Y7il;Ii9IV}F3tBKgNf|qCFf<*d+E(;sT*tz8vddBI0UQ39 zy!Yy}V0vE*Ulz1UsE9ZW$-XyE!ANh6YYHyBxD6i`s9Vu192iY$WYpe+;SC-s+}?_Z%3$7S2-c@b{+gKj_aIg+rR|3n|7XOzL~Lq~X`@N92Rdn-XWVIljmj4PjTylZjoK4-+ej znPA*>f2=LF|E$QVH+9@XjU2oOXi$XAp8RaHa6W&a-OVYxJ)p02T7V!BB|60@)fR8YM{sW_Gsx`%!jpHx z)3?{ocUrq8kkjd5%)`HZxRaM3HzEJ6=_I6;mX`*fEI1kQZ#8X>Pmrty84G;~Sn!-gp}0{6~q7dNv*47&U$ z;X;YGdbgrw9(-%s!(s@gCMGBBPMgIKSvTH7sj^$uohL&*D^mF@k}ipZ#|f0vLMaW} zt+e;T{F`eJ4?;hc$_#n!KE-YQRCDf~Mr>gU`dMVttOnEJQ;x$_xq8psim%r$8;al3 ztKdZKoij|KduE!Wk%4)v>luG)yjZNdQf?LL9wz+;w`w;hpHDv1hgUSZ;gIgQ+>K5zf6sol~& zZN@1wzPZ2zN(; 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