Files
OpenFrontIO/tests/NeighborIteration.test.ts
Evan 2789db8b96 Optimize core simulation hot paths (no behavior change) (#4230)
## Summary

Pure performance optimizations to the attack/conquer/cluster hot paths
in `src/core`, driven by the full-game perf harness from #4228. **No
behavior change**: the final game-state hash is identical before/after
on every config tested — world quick run (2 different seeds),
giantworldmap, and the default 1800-tick run.

### Changes

- **Flat-arithmetic neighbor iteration**: `forEachNeighbor` /
`forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now
implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index
math, skipping the per-neighbor `ref()` coordinate validation
(`Number.isInteger` etc.). `GameImpl` and `GameView` delegate.
- **New `neighbors4(ref, out)`**: zero-allocation, callback-free
neighbor query for hot loops (W, E, N, S — same order as
`forEachNeighbor`).
- **`AttackExecution`**: the per-tile closures in `tick()` /
`addNeighbors()` are replaced with reusable neighbor buffers, a cached
`GameMap` reference, and integer `smallID()` owner comparisons instead
of owner-object lookups.
- **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to
a method with a reusable buffer; `removeInactiveExecutions` compacts the
executions array in place instead of allocating a new ~4200-element
array every tick.
- **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` /
`getCapturingPlayer` de-closured (`neighbors4` + integer compares;
neighbor visit order preserved, so `getCapturingPlayer`'s
Map-insertion-order tie-breaking is unchanged); flood-fill visit closure
hoisted out of the while loop.
- **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of
allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution
is the only caller).

### Performance (`npm run perf:game`, same machine, before → after)

| run | mean tick | ticks/sec | max tick |
|---|---|---|---|
| default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 →
**125** | 31.7 → 35.7 ms |
| giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 →
**36.2 ms** |

The giantworldmap tail improvement (max tick −31%) is the most relevant
for the 100 ms tick budget.

### Determinism verification

Identical `Final hash` before and after on all configs:

| config | hash |
|---|---|
| `--map world --ticks 200 --bots 100` | `5455008589403520` |
| same + `--seed second-seed-check` | `5580840142777488` |
| `--map giantworldmap --ticks 600` | `37373734953428430` |
| default run | `26773450321979388` |

### Tests

- New `tests/NeighborIteration.test.ts` pins the exact neighbor
iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order
and RNG consumption depend on them) and conquer/border-tile invariants
checked mid-battle.
- New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and
growth.
- Full suite passes (122 files / 1386 tests + server tests); lint and
prettier clean.

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

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:58:42 -07:00

214 lines
6.2 KiB
TypeScript

import { AttackExecution } from "../src/core/execution/AttackExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { TileRef } from "../src/core/game/GameMap";
import { GameID } from "../src/core/Schemas";
import { setup } from "./util/Setup";
let game: Game;
const gameID: GameID = "game_id";
function collectNeighbors(tile: TileRef): TileRef[] {
const out: TileRef[] = [];
game.forEachNeighbor(tile, (n) => out.push(n));
return out;
}
function collectNeighborsWithDiag(tile: TileRef): TileRef[] {
const out: TileRef[] = [];
game.forEachNeighborWithDiag(tile, (n) => out.push(n));
return out;
}
describe("Neighbor iteration", () => {
beforeEach(async () => {
game = await setup("ocean_and_land"); // 16x16
});
test("forEachNeighbor visits W, E, N, S in that exact order for interior tiles", () => {
const tile = game.ref(5, 7);
expect(collectNeighbors(tile)).toEqual([
game.ref(4, 7),
game.ref(6, 7),
game.ref(5, 6),
game.ref(5, 8),
]);
});
test("forEachNeighbor clips at corners and edges", () => {
const w = game.width();
const h = game.height();
// top-left corner: E, S only
expect(collectNeighbors(game.ref(0, 0))).toEqual([
game.ref(1, 0),
game.ref(0, 1),
]);
// bottom-right corner: W, N only
expect(collectNeighbors(game.ref(w - 1, h - 1))).toEqual([
game.ref(w - 2, h - 1),
game.ref(w - 1, h - 2),
]);
// left edge: E, N, S
expect(collectNeighbors(game.ref(0, 5))).toEqual([
game.ref(1, 5),
game.ref(0, 4),
game.ref(0, 6),
]);
// bottom edge: W, E, N
expect(collectNeighbors(game.ref(5, h - 1))).toEqual([
game.ref(4, h - 1),
game.ref(6, h - 1),
game.ref(5, h - 2),
]);
});
test("forEachNeighbor matches map.neighbors() as a set for every tile", () => {
game.forEachTile((tile) => {
const a = [...collectNeighbors(tile)].sort((x, y) => x - y);
const b = [...game.map().neighbors(tile)].sort((x, y) => x - y);
expect(a).toEqual(b);
});
});
test("forEachNeighborWithDiag visits all 8 neighbors in dx-major order", () => {
const tile = game.ref(5, 7);
expect(collectNeighborsWithDiag(tile)).toEqual([
game.ref(4, 6),
game.ref(4, 7),
game.ref(4, 8),
game.ref(5, 6),
game.ref(5, 8),
game.ref(6, 6),
game.ref(6, 7),
game.ref(6, 8),
]);
});
test("forEachNeighborWithDiag clips at corners and edges", () => {
const w = game.width();
const h = game.height();
expect(collectNeighborsWithDiag(game.ref(0, 0))).toEqual([
game.ref(0, 1),
game.ref(1, 0),
game.ref(1, 1),
]);
expect(collectNeighborsWithDiag(game.ref(w - 1, h - 1))).toEqual([
game.ref(w - 2, h - 2),
game.ref(w - 2, h - 1),
game.ref(w - 1, h - 2),
]);
expect(collectNeighborsWithDiag(game.ref(5, 0))).toEqual([
game.ref(4, 0),
game.ref(4, 1),
game.ref(5, 1),
game.ref(6, 0),
game.ref(6, 1),
]);
});
});
describe("Conquer border invariants", () => {
let attacker: Player;
let defender: Player;
// For every player: borderTiles ⊆ tiles, and a tile is a border tile iff
// some in-bounds cardinal neighbor has a different owner.
function checkBorderInvariant() {
for (const player of game.players()) {
const tiles = player.tiles();
const borderTiles = player.borderTiles();
for (const tile of borderTiles) {
expect(tiles.has(tile)).toBe(true);
}
const mismatches: TileRef[] = [];
for (const tile of tiles) {
let isBorder = false;
game.forEachNeighbor(tile, (n) => {
if (game.owner(n) !== player) {
isBorder = true;
}
});
if (borderTiles.has(tile) !== isBorder) {
mismatches.push(tile);
}
}
expect(mismatches).toEqual([]);
}
}
beforeEach(async () => {
game = await setup("plains", { infiniteTroops: true }); // 100x100, all land
const attackerInfo = new PlayerInfo(
"attacker dude",
PlayerType.Human,
null,
"attacker_id",
);
game.addPlayer(attackerInfo);
const defenderInfo = new PlayerInfo(
"defender dude",
PlayerType.Human,
null,
"defender_id",
);
game.addPlayer(defenderInfo);
game.addExecution(
new SpawnExecution(gameID, attackerInfo, game.ref(0, 0)),
new SpawnExecution(gameID, defenderInfo, game.ref(5, 5)),
);
game.executeNextTick();
game.executeNextTick();
attacker = game.player(attackerInfo.id);
defender = game.player(defenderInfo.id);
});
test("border invariant holds after expanding into terra nullius", () => {
game.addExecution(
new AttackExecution(1000, attacker, game.terraNullius().id()),
);
for (let i = 0; i < 30; i++) {
game.executeNextTick();
}
expect(attacker.numTilesOwned()).toBeGreaterThan(10);
checkBorderInvariant();
});
test("border invariant holds while two players fight over territory", () => {
game.addExecution(
new AttackExecution(1000, attacker, game.terraNullius().id()),
new AttackExecution(1000, defender, game.terraNullius().id()),
);
for (let i = 0; i < 40; i++) {
game.executeNextTick();
}
game.addExecution(new AttackExecution(5000, attacker, defender.id()));
// Check the invariant repeatedly while the fight is in progress, not
// just at the end.
for (let i = 0; i < 40; i++) {
game.executeNextTick();
if (i % 10 === 0) {
checkBorderInvariant();
}
}
expect(attacker.numTilesOwned()).toBeGreaterThan(10);
checkBorderInvariant();
});
test("conquering a specific tile updates owner and neighbors' border status", () => {
game.addExecution(
new AttackExecution(1000, attacker, game.terraNullius().id()),
);
for (let i = 0; i < 30; i++) {
game.executeNextTick();
}
// Pick a border tile of the attacker and verify its interior neighbors
// are not border tiles.
for (const tile of attacker.tiles()) {
expect(game.owner(tile)).toBe(attacker);
}
checkBorderInvariant();
});
});