perf: Optimize cluster calculation with DFS and zero-allocation patterns (#2539)

## Description:

Replace BFS with DFS and eliminate GC pressure in calculateClusters():

- Switch from O(N) queue.shift() to O(1) stack.pop() operations
- Replace Set.has()/Set.add() with Uint8Array bitfield
- Add reusable buffer management to avoid repeated allocations
- Implement callback-based neighbor iteration to eliminate array
allocations
- Add forEachNeighborWithDiag() method to Game interface and GameImpl
- Remove now unused GameImpl import from PlayerExecution

Describe the PR.

## 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:

DISCORD_USERNAME
This commit is contained in:
scamiv
2025-12-12 23:19:37 +01:00
committed by GitHub
parent 427e462fe5
commit e290e587ea
3 changed files with 156 additions and 45 deletions
+114 -45
View File
@@ -1,9 +1,16 @@
import { Config } from "../configuration/Config";
import { Execution, Game, Player, UnitType } from "../game/Game";
import { GameImpl } from "../game/GameImpl";
import { GameMap, TileRef } from "../game/GameMap";
import { TileRef } from "../game/GameMap";
import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util";
interface ClusterTraversalState {
visited: Uint32Array;
gen: number;
}
// 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;
@@ -132,17 +139,23 @@ export class PlayerExecution implements Execution {
private surroundedBySamePlayer(cluster: Set<TileRef>): false | Player {
const enemies = new Set<number>();
for (const tile of cluster) {
if (
this.mg.isOceanShore(tile) ||
this.mg.isOnEdgeOfMap(tile) ||
this.mg.neighbors(tile).some((n) => !this.mg?.hasOwner(n))
) {
let hasUnownedNeighbor = false;
if (this.mg.isOceanShore(tile) || this.mg.isOnEdgeOfMap(tile)) {
return false;
}
this.mg.forEachNeighbor(tile, (n) => {
if (!this.mg.hasOwner(n)) {
hasUnownedNeighbor = true;
return;
}
const ownerId = this.mg.ownerID(n);
if (ownerId !== this.player.smallID()) {
enemies.add(ownerId);
}
});
if (hasUnownedNeighbor) {
return false;
}
this.mg
.neighbors(tile)
.filter((n) => this.mg?.ownerID(n) !== this.player?.smallID())
.forEach((p) => this.mg && enemies.add(this.mg.ownerID(p)));
if (enemies.size !== 1) {
return false;
}
@@ -165,14 +178,12 @@ export class PlayerExecution implements Execution {
if (this.mg.isShore(tr) || this.mg.isOnEdgeOfMap(tr)) {
return false;
}
this.mg
.neighbors(tr)
.filter(
(n) =>
this.mg?.owner(n).isPlayer() &&
this.mg?.ownerID(n) !== this.player?.smallID(),
)
.forEach((n) => enemyTiles.add(n));
this.mg.forEachNeighbor(tr, (n) => {
const owner = this.mg.owner(n);
if (owner.isPlayer() && this.mg.ownerID(n) !== this.player.smallID()) {
enemyTiles.add(n);
}
});
}
if (enemyTiles.size === 0) {
return false;
@@ -203,9 +214,13 @@ export class PlayerExecution implements Execution {
return;
}
const filter = (_: GameMap, t: TileRef): boolean =>
this.mg?.ownerID(t) === this.player?.smallID();
const tiles = this.mg.bfs(firstTile, filter);
const tiles = this.floodFillWithGen(
this.bumpGeneration(),
this.traversalState().visited,
[firstTile],
(tile, cb) => this.mg.forEachNeighbor(tile, cb),
(tile) => this.mg.ownerID(tile) === this.player.smallID(),
);
if (this.player.numTilesOwned() === tiles.size) {
this.mg.conquerPlayer(capturing, this.player);
@@ -219,7 +234,7 @@ export class PlayerExecution implements Execution {
private getCapturingPlayer(cluster: Set<TileRef>): Player | null {
const neighbors = new Map<Player, number>();
for (const t of cluster) {
for (const neighbor of this.mg.neighbors(t)) {
this.mg.forEachNeighbor(t, (neighbor) => {
const owner = this.mg.owner(neighbor);
if (
owner.isPlayer() &&
@@ -228,7 +243,7 @@ export class PlayerExecution implements Execution {
) {
neighbors.set(owner, (neighbors.get(owner) ?? 0) + 1);
}
}
});
}
// If there are no enemies, return null
@@ -259,30 +274,25 @@ export class PlayerExecution implements Execution {
}
private calculateClusters(): Set<TileRef>[] {
const seen = new Set<TileRef>();
const border = this.player.borderTiles();
const borderTiles = this.player.borderTiles();
if (borderTiles.size === 0) return [];
const state = this.traversalState();
const currentGen = this.bumpGeneration();
const visited = state.visited;
const clusters: Set<TileRef>[] = [];
for (const tile of border) {
if (seen.has(tile)) {
continue;
}
const cluster = new Set<TileRef>();
const queue: TileRef[] = [tile];
seen.add(tile);
while (queue.length > 0) {
const curr = queue.shift();
if (curr === undefined) throw new Error("curr is undefined");
cluster.add(curr);
for (const startTile of borderTiles) {
if (visited[startTile] === currentGen) continue;
const neighbors = (this.mg as GameImpl).neighborsWithDiag(curr);
for (const neighbor of neighbors) {
if (border.has(neighbor) && !seen.has(neighbor)) {
queue.push(neighbor);
seen.add(neighbor);
}
}
}
const cluster = this.floodFillWithGen(
currentGen,
visited,
[startTile],
(tile, cb) => this.mg.forEachNeighborWithDiag(tile, cb),
(tile) => borderTiles.has(tile),
);
clusters.push(cluster);
}
return clusters;
@@ -298,4 +308,63 @@ export class PlayerExecution implements Execution {
isActive(): boolean {
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,
};
traversalStates.set(this.mg, state);
}
return state;
}
private bumpGeneration(): number {
const state = this.traversalState();
state.gen++;
if (state.gen === 0xffffffff) {
state.visited.fill(0);
state.gen = 1;
}
return state.gen;
}
private floodFillWithGen(
currentGen: number,
visited: Uint32Array,
startTiles: TileRef[],
neighborFn: (tile: TileRef, callback: (neighbor: TileRef) => void) => void,
includeFn: (tile: TileRef) => boolean,
): Set<TileRef> {
const result = new Set<TileRef>();
const stack: TileRef[] = [];
for (const start of startTiles) {
if (visited[start] === currentGen) continue;
if (!includeFn(start)) continue;
visited[start] = currentGen;
result.add(start);
stack.push(start);
}
while (stack.length > 0) {
const tile = stack.pop()!;
neighborFn(tile, (neighbor) => {
if (visited[neighbor] === currentGen) {
return;
}
if (!includeFn(neighbor)) {
return;
}
visited[neighbor] = currentGen;
result.add(neighbor);
stack.push(neighbor);
});
}
return result;
}
}
+9
View File
@@ -672,6 +672,15 @@ export interface Game extends GameMap {
map(): GameMap;
miniMap(): GameMap;
forEachTile(fn: (tile: TileRef) => void): void;
// Zero-allocation neighbor iteration (cardinal only) to avoid creating arrays
forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void;
// Zero-allocation neighbor iteration for performance-critical cluster calculation
// Alternative to neighborsWithDiag() that returns arrays
// Avoids creating intermediate arrays and uses a callback for better performance
forEachNeighborWithDiag(
tile: TileRef,
callback: (neighbor: TileRef) => void,
): void;
// Player Management
player(id: PlayerID): Player;
+33
View File
@@ -517,6 +517,30 @@ export class GameImpl implements Game {
return ns;
}
// Zero-allocation neighbor iteration for performance-critical code
forEachNeighborWithDiag(
tile: TileRef,
callback: (neighbor: TileRef) => void,
): void {
const x = this.x(tile);
const y = this.y(tile);
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
if (dx === 0 && dy === 0) continue; // Skip the center tile
const newX = x + dx;
const newY = y + dy;
if (
newX >= 0 &&
newX < this._width &&
newY >= 0 &&
newY < this._height
) {
callback(this._map.ref(newX, newY));
}
}
}
}
conquer(owner: PlayerImpl, tile: TileRef): void {
if (!this.isLand(tile)) {
throw Error(`cannot conquer water`);
@@ -858,6 +882,15 @@ export class GameImpl implements Game {
neighbors(ref: TileRef): TileRef[] {
return this._map.neighbors(ref);
}
// Zero-allocation neighbor iteration (cardinal only)
forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void {
const x = this.x(tile);
const y = this.y(tile);
if (x > 0) callback(this._map.ref(x - 1, y));
if (x + 1 < this._width) callback(this._map.ref(x + 1, y));
if (y > 0) callback(this._map.ref(x, y - 1));
if (y + 1 < this._height) callback(this._map.ref(x, y + 1));
}
isWater(ref: TileRef): boolean {
return this._map.isWater(ref);
}