perf: reduce core live-memory footprint by 45% on large maps (#4507)

## Summary

Reduces the simulation's steady-state memory footprint. On Giant World
Map at 20 game-minutes (12 000 ticks, 400 bots, seed `perf-default`),
live memory after a full GC drops **293 MB → 161 MB (−45%)**; unforced
peak heap drops **326 MB → 165 MB**. The simulation also runs ~10%
faster (85 → 94 ticks/s). The final game-state hash is **bit-identical**
(`57830793797434300`) — no behavior change.

## Measurement (first commit)

The full-game perf harness gains a footprint mode:

- `--footprint` — forces a full GC at every `--window` boundary and
records the live heap / ArrayBuffer / RSS curve across the game
(requires `NODE_OPTIONS=--expose-gc`).
- `--snapshot-at 0,2000,12000` — writes V8 `.heapsnapshot` files at
chosen ticks.
- `HeapSnapshotRetainers.ts` — attributes every heap node to its nearest
meaningfully-named retainer (e.g. `PlayerImpl._tiles`), plus prints
retainer chains for all nodes ≥128 KB. `HeapSnapshotSummary.ts` is a
streaming fallback for snapshots too large to `JSON.parse`.

Baseline attribution at tick 12 000: player `_tiles`/`_borderTiles` Sets
**83 MB**, GameMap `refToX`/`refToY` lookup tables **38 MB**, two
duplicate 30.5 MB visited-scratch arrays, trade-ship stepper paths **15
MB**, a construction-only flood-fill queue **9.5 MB**.

## Optimizations

**Map-sized buffers (second commit):**
- `GameMap.x()/y()` compute `ref % width` / `(ref / width) | 0` instead
of reading two per-tile Uint16 tables (−38 MB). The arithmetic is
cheaper than the tables' random-access cache misses — this is where the
speedup comes from.
- `PlayerExecution` and `SpatialQuery` each kept their own per-game
generation-stamped visited `Uint32Array`; both now share one via
`TileTraversalScratch` (−30 MB).
- `PathFinderStepper` stores numeric paths as `Uint32Array` (half the
bytes; steppers hold their full path for a unit's whole journey).
- `ConnectedComponents` frees its flood-fill queue after `initialize()`.

**Player tile sets (third commit):**
- New `TileSet`: insertion-ordered set of tile refs backed by a dense
`Uint32Array` plus an open-addressing hash index — ~12 bytes/element vs
~34 for a native `Set<number>`. Deletes tombstone; compaction is
deferred while iteration is in progress so positions never shift under
an iterator.
- Iteration semantics match `Set` exactly (insertion order, entries
added mid-iteration visited, deleted ones skipped, delete+re-add moves
to end) — the simulation relies on this order for determinism, and the
unchanged hash confirms it.
- `Player.borderTiles()` now returns `ReadonlyTileSet` (a native `Set`
still satisfies it structurally); `GameRunner.playerBorderTiles` copies
into a real `Set` since that result crosses the worker boundary via
structured clone.

## Footprint curve (giant world map, live MB after forced GC)

| checkpoint | before | after |
|---|---|---|
| spawn end | 20 + 100 buf | 20 + 55 buf |
| tick 6301 | 119 + 161 buf | 29 + 127 buf |
| tick 12301 | 130 + 161 buf | 32 + 129 buf |

## Validation

- Final hash `57830793797434300` identical across baseline / round 1 /
round 2 runs (12 000 ticks).
- Full suite passes (1798 + 126 tests), including new `TileSet` tests:
order semantics, mutation-during-iteration parity with `Set`, tombstone
compaction, and a 20 000-op randomized differential test against native
`Set`.
- Runs recorded in
`tests/perf/output/footprint-{baseline,round1,round2}-giant.txt`.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-07-04 15:25:29 -07:00
committed by GitHub
parent b0f85c5739
commit 7fa81c6bb9
16 changed files with 1022 additions and 105 deletions
+3 -1
View File
@@ -275,7 +275,9 @@ export class GameRunner {
throw new Error(`player with id ${playerID} not found`);
}
return {
borderTiles: player.borderTiles(),
// Copy into a plain Set: this result crosses the worker boundary via
// structured clone, which TileSet does not survive.
borderTiles: new Set(player.borderTiles()),
} as PlayerBorderTiles;
}
+3 -2
View File
@@ -2,6 +2,7 @@ import DOMPurify from "dompurify";
import { customAlphabet } from "nanoid";
import { Cell, PlayerType, Unit } from "./game/Game";
import { GameMap, TileRef } from "./game/GameMap";
import { TileSet } from "./game/TileSet";
import {
GameConfig,
GameID,
@@ -148,7 +149,7 @@ export function calculateBoundingBox(
for (let i = 0; i < borderTiles.length; i++) {
visit(borderTiles[i]);
}
} else if (borderTiles instanceof Set) {
} else if (borderTiles instanceof Set || borderTiles instanceof TileSet) {
borderTiles.forEach(visit);
} else {
for (const tile of borderTiles) {
@@ -213,7 +214,7 @@ export function getMode<T>(counts: Map<T, number>): T | null {
export function calculateBoundingBoxCenter(
gm: GameMap,
borderTiles: ReadonlySet<TileRef>,
borderTiles: Iterable<TileRef>,
): Cell {
const { min, max } = calculateBoundingBox(gm, borderTiles);
return boundingBoxCenter({ min, max });
+8 -29
View File
@@ -8,18 +8,13 @@ import {
UnitType,
} from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import {
bumpTraversalGeneration,
tileTraversalScratch,
TileTraversalScratch,
} from "../game/TileTraversalScratch";
import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util";
interface ClusterTraversalState {
visited: Uint32Array;
gen: number;
// Reusable DFS stack for flood fills; cleared at the start of each fill.
stack: TileRef[];
}
// Per-game traversal state used by calculateClusters() to avoid per-player buffers.
const traversalStates = new WeakMap<Game, ClusterTraversalState>();
export class PlayerExecution implements Execution {
private readonly ticksPerClusterCalc = 20;
@@ -370,28 +365,12 @@ export class PlayerExecution implements Execution {
return this.active;
}
private traversalState(): ClusterTraversalState {
const totalTiles = this.mg.width() * this.mg.height();
let state = traversalStates.get(this.mg);
if (!state || state.visited.length < totalTiles) {
state = {
visited: new Uint32Array(totalTiles),
gen: 0,
stack: [],
};
traversalStates.set(this.mg, state);
}
return state;
private traversalState(): TileTraversalScratch {
return tileTraversalScratch(this.mg);
}
private bumpGeneration(): number {
const state = this.traversalState();
state.gen++;
if (state.gen === 0xffffffff) {
state.visited.fill(0);
state.gen = 1;
}
return state.gen;
return bumpTraversalGeneration(this.traversalState());
}
private floodFillWithGen(
+2 -1
View File
@@ -13,6 +13,7 @@ import {
import { MotionPlanRecord } from "./MotionPlans";
import { RailNetwork } from "./RailNetwork";
import { Stats } from "./Stats";
import { ReadonlyTileSet } from "./TileSet";
import { UnitPredicate } from "./UnitGrid";
function isEnumValue<T extends Record<string, string | number>>(
@@ -569,7 +570,7 @@ export interface Player {
// Territory
tiles(): ReadonlySet<TileRef>;
borderTiles(): ReadonlySet<TileRef>;
borderTiles(): ReadonlyTileSet;
numTilesOwned(): number;
conquer(tile: TileRef): void;
relinquish(tile: TileRef): void;
+16 -29
View File
@@ -111,15 +111,11 @@ export class GameMapImpl implements GameMap {
private readonly width_: number;
private readonly height_: number;
// Lookup tables (LUTs) contain pre-computed values to avoid performing division at runtime.
// Typed arrays are used instead of plain JS Array to keep memory tight on large maps:
// Uint16Array uses 2 bytes/element vs ~8 bytes for a boxed number, saving ~53 MB on
// the Indian Subcontinent map (2000×2220 = 4.44 M tiles).
// Coordinates never exceed 65535 for any map in the game, so Uint16 is safe for x/y.
// yToRef stores tile refs (up to width*height-1) which can exceed 65535 for large maps,
// so it uses Int32Array.
private readonly refToX: Uint16Array;
private readonly refToY: Uint16Array;
// Row-start ref per y, so ref(x, y) avoids a multiply. x/y are derived from
// a ref arithmetically (ref % width, ref / width) rather than via per-tile
// lookup tables — two Uint16 tables cost 4 bytes per tile (~32 MB on the
// largest maps) and their random-access reads miss cache more often than
// the division costs.
private readonly yToRef: Int32Array;
// Terrain bits (Uint8Array)
@@ -154,18 +150,9 @@ export class GameMapImpl implements GameMap {
this.height_ = height;
this.terrain = terrainData;
this.state = new Uint16Array(width * height);
// Precompute the LUTs using typed arrays (see field declarations for rationale).
let ref = 0;
this.refToX = new Uint16Array(width * height);
this.refToY = new Uint16Array(width * height);
this.yToRef = new Int32Array(height);
for (let y = 0; y < height; y++) {
this.yToRef[y] = ref;
for (let x = 0; x < width; x++) {
this.refToX[ref] = x;
this.refToY[ref] = y;
ref++;
}
this.yToRef[y] = y * width;
}
}
numTilesWithFallout(): number {
@@ -180,15 +167,15 @@ export class GameMapImpl implements GameMap {
}
isValidRef(ref: TileRef): boolean {
return ref >= 0 && ref < this.refToX.length;
return ref >= 0 && ref < this.width_ * this.height_;
}
x(ref: TileRef): number {
return this.refToX[ref];
return ref % this.width_;
}
y(ref: TileRef): number {
return this.refToY[ref];
return (ref / this.width_) | 0;
}
cell(ref: TileRef): Cell {
@@ -234,7 +221,7 @@ export class GameMapImpl implements GameMap {
return false;
}
const w = this.width_;
const x = this.refToX[ref];
const x = ref % w;
if (x !== 0 && this.isOcean(ref - 1)) return true;
if (x !== w - 1 && this.isOcean(ref + 1)) return true;
if (ref >= w && this.isOcean(ref - w)) return true;
@@ -330,7 +317,7 @@ export class GameMapImpl implements GameMap {
isBorder(ref: TileRef): boolean {
const w = this.width_;
const x = this.refToX[ref];
const x = ref % w;
const owner = this.ownerID(ref);
if (x !== 0 && this.ownerID(ref - 1) !== owner) return true;
if (x !== w - 1 && this.ownerID(ref + 1) !== owner) return true;
@@ -383,7 +370,7 @@ export class GameMapImpl implements GameMap {
neighbors(ref: TileRef): TileRef[] {
const neighbors: TileRef[] = [];
const w = this.width_;
const x = this.refToX[ref];
const x = ref % w;
if (ref >= w) neighbors.push(ref - w);
if (ref < (this.height_ - 1) * w) neighbors.push(ref + w);
@@ -395,7 +382,7 @@ export class GameMapImpl implements GameMap {
forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void {
const w = this.width_;
const x = this.refToX[ref];
const x = ref % w;
if (ref >= w) callback(ref - w);
if (ref < (this.height_ - 1) * w) callback(ref + w);
@@ -405,7 +392,7 @@ export class GameMapImpl implements GameMap {
neighbors4(ref: TileRef, out: TileRef[]): number {
const w = this.width_;
const x = this.refToX[ref];
const x = ref % w;
let n = 0;
if (ref >= w) out[n++] = ref - w;
@@ -420,7 +407,7 @@ export class GameMapImpl implements GameMap {
callback: (neighbor: TileRef) => void,
): void {
const w = this.width_;
const x = this.refToX[ref];
const x = ref % w;
const hasN = ref >= w;
const hasS = ref < (this.height_ - 1) * w;
@@ -501,7 +488,7 @@ export class GameMapImpl implements GameMap {
while (q.length > 0) {
const curr = q.pop();
if (curr === undefined) continue;
const x = this.refToX[curr];
const x = curr % w;
if (curr >= w) visit(curr - w);
if (curr < southLimit) visit(curr + w);
if (x !== 0) visit(curr - 1);
+4 -3
View File
@@ -53,6 +53,7 @@ import {
GameUpdateType,
PlayerUpdate,
} from "./GameUpdates";
import { ReadonlyTileSet, TileSet } from "./TileSet";
import {
bestShoreDeploymentSource,
canBuildTransportShip,
@@ -111,10 +112,10 @@ export class PlayerImpl implements Player {
private embargoes = new Map<PlayerID, Embargo>();
public _borderTiles: Set<TileRef> = new Set();
public _borderTiles = new TileSet();
public _units: Unit[] = [];
public _tiles: Set<TileRef> = new Set();
public _tiles = new TileSet();
public pastOutgoingAllianceRequests: AllianceRequest[] = [];
private _expiredAlliances: Alliance[] = [];
@@ -479,7 +480,7 @@ export class PlayerImpl implements Player {
return new Set(this._tiles.values()) as Set<TileRef>;
}
borderTiles(): ReadonlySet<TileRef> {
borderTiles(): ReadonlyTileSet {
return this._borderTiles;
}
+219
View File
@@ -0,0 +1,219 @@
import { TileRef } from "./GameMap";
// Deleted dense slots hold this sentinel. Tile refs are grid indices and map
// coordinates are capped at 65535, so the largest possible ref is
// 65535 * 65535 - 1, which is below 2^32 - 1 — the sentinel can never be a
// real tile.
const TOMBSTONE = 0xffffffff;
// Hash-table slot states (slots otherwise hold indices into `dense`).
const EMPTY = -1;
const DELETED = -2;
/**
* The read surface of TileSet, mirroring the parts of ReadonlySet that
* simulation code uses. A native Set<TileRef> also satisfies this interface.
*/
export interface ReadonlyTileSet {
readonly size: number;
has(tile: TileRef): boolean;
forEach(
callback: (tile: TileRef, tile2: TileRef, set: ReadonlyTileSet) => void,
): void;
values(): IterableIterator<TileRef>;
[Symbol.iterator](): IterableIterator<TileRef>;
}
/**
* An insertion-ordered set of tile refs with compact storage: values live in
* a Uint32Array in insertion order, with an open-addressing hash table (also
* a typed array) for membership. Compared to Set<TileRef> at V8's ~30+ bytes
* per element this costs ~12 bytes, which matters because every owned tile of
* every player sits in one of these for the whole game — tens of MB on large
* maps.
*
* Iteration semantics match Set: insertion order, entries added during
* iteration are visited, entries deleted during iteration are skipped, and a
* delete + re-add moves the value to the end. Deleted slots are tombstoned
* and reclaimed by compaction, which is deferred while any iteration is in
* progress so positions never shift under an iterator.
*/
export class TileSet implements ReadonlyTileSet {
private dense: Uint32Array = new Uint32Array(16);
// Used dense slots, including tombstones; live entries = size_.
private denseLen = 0;
private size_ = 0;
private table: Int32Array = new Int32Array(32).fill(EMPTY);
// Occupied table slots, including DELETED markers (bounds probe lengths).
private tableUsed = 0;
private iterDepth = 0;
constructor(values?: Iterable<TileRef>) {
if (values !== undefined) {
for (const v of values) {
this.add(v);
}
}
}
get size(): number {
return this.size_;
}
private static hash(value: number): number {
const h = Math.imul(value, 0x9e3779b1);
return (h ^ (h >>> 15)) >>> 0;
}
has(value: TileRef): boolean {
const table = this.table;
const dense = this.dense;
const mask = table.length - 1;
let slot = TileSet.hash(value) & mask;
for (;;) {
const di = table[slot];
if (di === EMPTY) return false;
if (di !== DELETED && dense[di] === value) return true;
slot = (slot + 1) & mask;
}
}
add(value: TileRef): this {
if (this.has(value)) return this;
if (this.denseLen === this.dense.length) {
// Prefer reclaiming tombstones over growing, unless an iterator is
// live (compaction shifts positions).
if (this.iterDepth === 0 && this.denseLen - this.size_ >= this.size_) {
this.compact(this.dense.length);
} else {
const grown = new Uint32Array(this.dense.length * 2);
grown.set(this.dense);
this.dense = grown;
}
}
// Keep the table under ~75% occupied so probe chains stay short and
// always hit an EMPTY slot.
if ((this.tableUsed + 1) * 4 > this.table.length * 3) {
this.rehash(
this.size_ * 4 > this.table.length
? this.table.length * 2
: this.table.length, // mostly DELETED markers — same size, cleaned
);
}
const di = this.denseLen++;
this.dense[di] = value;
this.size_++;
const table = this.table;
const mask = table.length - 1;
let slot = TileSet.hash(value) & mask;
while (table[slot] >= 0) {
slot = (slot + 1) & mask;
}
if (table[slot] === EMPTY) this.tableUsed++;
table[slot] = di;
return this;
}
delete(value: TileRef): boolean {
const table = this.table;
const dense = this.dense;
const mask = table.length - 1;
let slot = TileSet.hash(value) & mask;
for (;;) {
const di = table[slot];
if (di === EMPTY) return false;
if (di !== DELETED && dense[di] === value) {
table[slot] = DELETED;
dense[di] = TOMBSTONE;
this.size_--;
// Mostly tombstones? Compact so long-dead players don't pin memory.
if (
this.iterDepth === 0 &&
this.denseLen >= 64 &&
this.denseLen - this.size_ > this.size_ * 2
) {
this.compact(nextCapacity(this.size_));
}
return true;
}
slot = (slot + 1) & mask;
}
}
clear(): void {
this.dense = new Uint32Array(16);
this.denseLen = 0;
this.size_ = 0;
this.table = new Int32Array(32).fill(EMPTY);
this.tableUsed = 0;
}
forEach(
callback: (tile: TileRef, tile2: TileRef, set: ReadonlyTileSet) => void,
): void {
this.iterDepth++;
try {
// denseLen and dense are re-read every step: entries appended during
// iteration must be visited, and an append can swap in a grown buffer.
for (let i = 0; i < this.denseLen; i++) {
const v = this.dense[i];
if (v !== TOMBSTONE) callback(v, v, this);
}
} finally {
this.iterDepth--;
}
}
*values(): IterableIterator<TileRef> {
this.iterDepth++;
try {
for (let i = 0; i < this.denseLen; i++) {
const v = this.dense[i];
if (v !== TOMBSTONE) yield v;
}
} finally {
this.iterDepth--;
}
}
[Symbol.iterator](): IterableIterator<TileRef> {
return this.values();
}
/** Rewrites dense storage without tombstones, preserving insertion order. */
private compact(capacity: number): void {
const compacted = new Uint32Array(Math.max(capacity, 16));
let n = 0;
for (let i = 0; i < this.denseLen; i++) {
const v = this.dense[i];
if (v !== TOMBSTONE) compacted[n++] = v;
}
this.dense = compacted;
this.denseLen = n;
this.rehash(Math.max(nextCapacity(n * 2), 32));
}
private rehash(tableLength: number): void {
const table = new Int32Array(tableLength).fill(EMPTY);
const mask = tableLength - 1;
const dense = this.dense;
for (let di = 0; di < this.denseLen; di++) {
if (dense[di] === TOMBSTONE) continue;
let slot = TileSet.hash(dense[di]) & mask;
while (table[slot] !== EMPTY) {
slot = (slot + 1) & mask;
}
table[slot] = di;
}
this.table = table;
this.tableUsed = this.size_;
}
}
/** Smallest power of two >= n (and >= 16). */
function nextCapacity(n: number): number {
let cap = 16;
while (cap < n) cap *= 2;
return cap;
}
+44
View File
@@ -0,0 +1,44 @@
import { Game } from "./Game";
import { TileRef } from "./GameMap";
/**
* Shared per-game traversal scratch: a generation-stamped visited array (one
* slot per tile) plus a reusable stack, so BFS/DFS passes over the map
* allocate nothing per query. A single scratch is shared by all traversal
* users of a game — the visited array alone is ~32 MB on the largest maps,
* so each user keeping its own would multiply that cost.
*
* Usage contract: call bumpTraversalGeneration() at the start of a traversal
* pass and treat visited[t] === gen as "seen this pass". A pass must run to
* completion synchronously — starting another pass (by any user) invalidates
* the previous generation's marks. The simulation is single-threaded and no
* current traversal triggers another mid-pass.
*/
export interface TileTraversalScratch {
visited: Uint32Array;
stack: TileRef[];
/** Current generation — advance via bumpTraversalGeneration(), not directly. */
gen: number;
}
const scratches = new WeakMap<Game, TileTraversalScratch>();
export function tileTraversalScratch(game: Game): TileTraversalScratch {
const totalTiles = game.width() * game.height();
let scratch = scratches.get(game);
if (!scratch || scratch.visited.length < totalTiles) {
scratch = { visited: new Uint32Array(totalTiles), stack: [], gen: 0 };
scratches.set(game, scratch);
}
return scratch;
}
/** Starts a new traversal pass and returns its generation stamp. */
export function bumpTraversalGeneration(scratch: TileTraversalScratch): number {
scratch.gen++;
if (scratch.gen === 0xffffffff) {
scratch.visited.fill(0);
scratch.gen = 1;
}
return scratch.gen;
}
+14 -6
View File
@@ -18,7 +18,10 @@ export interface StepperConfig<T> {
* Generic over any PathFinder<T> implementation.
*/
export class PathFinderStepper<T> implements SteppingPathFinder<T> {
private path: T[] | null = null;
// Numeric paths (TileRefs) are stored as a Uint32Array: steppers hold their
// whole path for the unit's entire journey, and paths across large maps run
// to thousands of nodes, so halving the per-node size matters in aggregate.
private path: T[] | Uint32Array | null = null;
private pathIndex = 0;
private lastTo: T | null = null;
@@ -58,24 +61,29 @@ export class PathFinderStepper<T> implements SteppingPathFinder<T> {
// Compute path if not cached
if (this.path === null) {
let path: T[] | null;
try {
this.path = this.finder.findPath(from, to);
path = this.finder.findPath(from, to);
} catch (err) {
console.error("PathFinder threw an error during findPath", err);
return { status: PathStatus.NOT_FOUND };
}
if (this.path === null) {
if (path === null) {
return { status: PathStatus.NOT_FOUND };
}
this.path =
path.length > 0 && typeof path[0] === "number"
? new Uint32Array(path as number[])
: path;
this.pathIndex = 0;
if (this.path.length > 0 && this.config.equals(this.path[0], from)) {
if (path.length > 0 && this.config.equals(path[0], from)) {
this.pathIndex = 1;
}
}
const expectedPos = this.path[this.pathIndex - 1];
const expectedPos = this.path[this.pathIndex - 1] as T;
if (this.pathIndex > 0 && !this.config.equals(from, expectedPos)) {
this.invalidate();
this.lastTo = to;
@@ -88,7 +96,7 @@ export class PathFinderStepper<T> implements SteppingPathFinder<T> {
}
// Return next step
const nextNode = this.path[this.pathIndex];
const nextNode = this.path[this.pathIndex] as T;
this.pathIndex++;
return { status: PathStatus.NEXT, node: nextNode };
@@ -15,7 +15,9 @@ export class ConnectedComponents {
private readonly height: number;
private readonly numTiles: number;
private readonly lastRowStart: number;
private readonly queue: Int32Array;
// Flood-fill work queue; exists only while initialize() runs — a
// numTiles-sized Int32Array is ~8 MB per instance on large maps.
private queue: Int32Array | null = null;
private componentIds: Uint8Array | Uint16Array | null = null;
private _componentSizes: number[] = [];
@@ -27,11 +29,11 @@ export class ConnectedComponents {
this.height = map.height();
this.numTiles = this.width * this.height;
this.lastRowStart = (this.height - 1) * this.width;
this.queue = new Int32Array(this.numTiles);
}
initialize(): void {
DebugSpan.start("ConnectedComponents:initialize");
this.queue = new Int32Array(this.numTiles);
let ids: Uint8Array | Uint16Array = this.createPrefilledIds();
this._componentSizes = [];
@@ -64,6 +66,7 @@ export class ConnectedComponents {
}
this.componentIds = ids;
this.queue = null;
DebugSpan.end();
}
@@ -148,12 +151,13 @@ export class ConnectedComponents {
start: number,
componentId: number,
): void {
const queue = this.queue!;
let head = 0;
let tail = 0;
this.queue[tail++] = start;
queue[tail++] = start;
while (head < tail) {
const seed = this.queue[head++]!;
const seed = queue[head++]!;
// Skip if already processed
if (ids[seed] !== 0) continue;
@@ -184,7 +188,7 @@ export class ConnectedComponents {
if (x >= this.width) {
const above = x - this.width;
if (ids[above] === 0) {
this.queue[tail++] = above;
queue[tail++] = above;
}
}
@@ -192,7 +196,7 @@ export class ConnectedComponents {
if (x < this.lastRowStart) {
const below = x + this.width;
if (ids[below] === 0) {
this.queue[tail++] = below;
queue[tail++] = below;
}
}
}
+6 -28
View File
@@ -1,5 +1,9 @@
import { Game, Player, TerraNullius } from "../../game/Game";
import { TileRef } from "../../game/GameMap";
import {
bumpTraversalGeneration,
tileTraversalScratch,
} from "../../game/TileTraversalScratch";
import { DebugSpan } from "../../utilities/DebugSpan";
import { PathFinding } from "../PathFinder";
import { AStarWaterBounded } from "../algorithms/AStar.WaterBounded";
@@ -8,16 +12,6 @@ type Owner = Player | TerraNullius;
const REFINE_MAX_SEARCH_AREA = 100 * 100;
// Per-game BFS scratch (generation-stamped visited array + reusable stack) so
// bfsNearest allocates nothing per query. Keyed by game because SpatialQuery
// instances are created per call site.
interface BfsScratch {
visited: Uint32Array;
gen: number;
stack: TileRef[];
}
const bfsScratches = new WeakMap<Game, BfsScratch>();
export class SpatialQuery {
private boundedAStar: AStarWaterBounded | null = null;
@@ -36,30 +30,14 @@ export class SpatialQuery {
* Find nearest tile matching predicate using BFS traversal.
* Uses Manhattan distance filter, ignores terrain barriers.
*/
private bfsScratch(): BfsScratch {
const map = this.game.map();
const totalTiles = map.width() * map.height();
let s = bfsScratches.get(this.game);
if (!s || s.visited.length < totalTiles) {
s = { visited: new Uint32Array(totalTiles), gen: 0, stack: [] };
bfsScratches.set(this.game, s);
}
return s;
}
private bfsNearest(
from: TileRef,
maxDist: number,
predicate: (t: TileRef) => boolean,
): TileRef | null {
const map = this.game.map();
const scratch = this.bfsScratch();
scratch.gen++;
if (scratch.gen === 0xffffffff) {
scratch.visited.fill(0);
scratch.gen = 1;
}
const gen = scratch.gen;
const scratch = tileTraversalScratch(this.game);
const gen = bumpTraversalGeneration(scratch);
const visited = scratch.visited;
const stack = scratch.stack;
stack.length = 0;