Raka HouriantoandGitHub 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.
2026-07-21 15:57:19 -07:00
2026-07-13 15:22:52 -07:00
2026-07-20 14:20:23 -07:00
2026-05-31 15:09:08 +01:00
2026-04-29 12:49:19 -06:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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