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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:
@@ -8,18 +8,13 @@ import {
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UnitType,
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} from "../game/Game";
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import { GameMap, TileRef } from "../game/GameMap";
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import {
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bumpTraversalGeneration,
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tileTraversalScratch,
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TileTraversalScratch,
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} from "../game/TileTraversalScratch";
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import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util";
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interface ClusterTraversalState {
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visited: Uint32Array;
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gen: number;
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// Reusable DFS stack for flood fills; cleared at the start of each fill.
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stack: TileRef[];
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}
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// Per-game traversal state used by calculateClusters() to avoid per-player buffers.
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const traversalStates = new WeakMap<Game, ClusterTraversalState>();
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export class PlayerExecution implements Execution {
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private readonly ticksPerClusterCalc = 20;
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@@ -370,28 +365,12 @@ export class PlayerExecution implements Execution {
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return this.active;
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}
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private traversalState(): ClusterTraversalState {
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const totalTiles = this.mg.width() * this.mg.height();
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let state = traversalStates.get(this.mg);
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if (!state || state.visited.length < totalTiles) {
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state = {
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visited: new Uint32Array(totalTiles),
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gen: 0,
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stack: [],
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};
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traversalStates.set(this.mg, state);
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}
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return state;
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private traversalState(): TileTraversalScratch {
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return tileTraversalScratch(this.mg);
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}
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private bumpGeneration(): number {
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const state = this.traversalState();
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state.gen++;
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if (state.gen === 0xffffffff) {
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state.visited.fill(0);
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state.gen = 1;
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}
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return state.gen;
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return bumpTraversalGeneration(this.traversalState());
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}
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private floodFillWithGen(
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