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6dd9eb8323 |
Reuse cached TradeShip paths for motion plans (#4654)
**Approved and assigned issue:** #4643 Resolves #4643 ## Description `TradeShipExecution` currently calls `WaterPathFinder.next()` and then performs a second one-shot `findPath()` for the same destination when it records a motion plan. `next()` has already calculated and cached the traversal route, so the second call repeats the expensive water-path calculation solely to recreate the route for the client. This change lets `PathFinderStepper` return a copy of the active path after `next()` advances it. Numeric paths remain `Uint32Array`s, matching the compact representation already used by the stepper and supported by motion-plan packing. `WaterPathFinder.pathForTraversal()` retains the existing second water-graph freshness check. If the graph refresh replaces the stepper between `next()` and motion-plan recording, it falls back to the original one-shot query. Otherwise it returns the cached remainder. The method also normalizes the result to begin at the tile returned by `next()`, so `TradeShipExecution` does not need to mutate the path. `findPath()` remains a stateless one-shot query. The change is limited to TradeShip and the minimal pathfinder support; it includes no TransportShip changes. ## Performance Current upstream `main` (`da2e0918`) was compared with the same commit plus only this change. Each variant was run once per replay on macOS arm64 with CPU profiling disabled. The replay intents were identical between variants, and the current-client final hash and hash tick matched for every pair. | Game ID | Workload | Whole replay | TradeShip execution | Throughput | | --- | --- | ---: | ---: | ---: | | `DWmULj4H` | Antarctica, TradeShip-heavy | 68.960 s → 60.271 s (**-12.60%**) | 18.981 s → 11.844 s (**-37.60%**) | 446 → 510 ticks/s | | `efA7EZv9` | Australia | 14.660 s → 14.346 s (**-2.14%**) | 1.216 s → 0.920 s (**-24.34%**) | 441 → 450 ticks/s | | `waxvMCue` | Svalmel | 16.666 s → 16.537 s (**-0.77%**) | 1.169 s → 0.931 s (**-20.36%**) | 551 → 555 ticks/s | Matched current-client final hashes: - `DWmULj4H`: `49212092378184090` at tick 31,060 - `efA7EZv9`: `82334231069422620` at tick 6,760 - `waxvMCue`: `34697926985435590` at tick 9,480 ## Validation - `npm run build-prod` - Full Node 24 coverage suite: 174 test files and 2,091 tests passed - Full ESLint check - Full Prettier check - Current-main baseline/patched replay hashes matched for all three benchmark games ## Checklist - [x] No UI updates; screenshots are not applicable. - [x] No user-facing text was added or changed. - [x] Relevant tests were added. ## LLM disclosure This change, PR description, and benchmark analysis were authored by **GPT-5.6 Sol**, an LLM, under human direction. |
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0e3ced3bfa |
Pathfinding Refactor pt. 2 (#2866)
## Playtest https://pf-pt-2.openfront.dev/ ## Pathfinding Refactor pt. 2 <img width="1536" height="1024" alt="image" src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e" /> This is a follow-up to a previous PR introducing pathfinding changes. This time, it introduces a complete refactor of `pathfinding` directory and breakdown into composable pieces. ### Unified PathFinder interface `PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify **all** pathfinding across the application. First one exposes complete path, while stepping variant allows the callee to iterate over the path by calling `.next`. All pathfinders share this one common interface, which makes them easy to use in any scenario - `PathFinding.Water(game).search(from, to)`. `SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to iterate over the path. It handles caching, storing current index and invalidation. This allows the units to not care about the inner workings of the pathfinder and just call `pf.next(current, target)` and receive instructions on what to do next. ### Common entry point All pathfinders are now exposed from common `PathFinding` entrypoint: - `PathFinding.Water` - `PathFinding.Rail` - `PathFinding.Stations` - `PathFinding.Rail` Additional entry point is introduced for pathfinders which need to work both in the worker, but also on the frontend, which lacks `Game` interface. Currently only `UniversalPathFinding.Parabola` is available. ### Spatial Query New module has been introduced close to `pathfinding` - `SpatialQuery`. It aims to resolve any questions game may have about finding tiles meeting criteria. Currently `SpatialQuery.closestShore(player, target)` and `SpatialQuery.closestShoreByWater(player, target)` are available - they help answering questions about naval invasion: "What is the best landing location from user's click?" and "Which our tile should be used to launch the transport ship?". Under the hood they use very similar mechanics to pathfinding, so it felt right to put them close by. ### Modular architecture Pathfinders now support transformers: `MiniMapTransformer`, `ShoreCoercingTransformer`, `ComponentCheckTransformer`, `SmoothingTransformer`. Transformers functions like a middleware in the pathfinding chain. They wrap around the pathfinder and provide additional functionality. This allows the pathfinder to focus on actually finding the path instead of doing unrelated things. Example chain for simple (A*) water pathfinding: ```ts static WaterSimple(game: Game): SteppingPathFinder<TileRef> { const miniMap = game.miniMap(); const pf = new AStarWater(miniMap); return PathFinderBuilder.create(pf) .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap)) .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap)) .buildWithStepper(tileStepperConfig(game)); } ``` The Pathfinder - here `AStarWater` - does not care about the conversion between minimap and main map tiles. It also does not care if the source or destination is a land tile. The transformers take care of that. The pathfinder gets a set of valid coordinates and produces the path - that's it. Modular approach makes working on a particular set of utilities much easier - for example map upscaling is handled consistently across all pathfinders. Additionally, the pathfinders are not tied to the particular map resolution used. Pass them a different map and they will work the same. ### Algorithms Algorithms used are neatly organized inside `src/core/pathfinding/algorithms`. They are prefixed with the algorithm name and suffixed with the use case. File without suffix exposes generic version ready to traverse any graph with adapters. Specialized versions either use an adapter or inline logic when performance is critical - using adapters leads to 20-30% performance loss. The directory includes `A*` and `BFS` but also other useful utils, such as `AbstractGraph` used to generate... an abstract graph on top of the tile map and `ConnectedComponents` helping to identify whether two tiles are connected by a path without actually computing the path. ### Playground The playground have been updated with new algorithms, including tweaked very greedy `A*`. <img width="2175" height="1424" alt="image" src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c" /> ### Tests Yeah, there are some, a little too many if I say so myself. But there are no useless tests. I had to ensure refactored code works somehow reliably. This PR comes with trust me bro guarantee, but I would appreciate someone confirming **naval invasions, nukes (esp. MIRV) and warships**. ### Discord `moleole` GL & HF |