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https://github.com/openfrontio/OpenFrontIO.git
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2789db8b96
## 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>
214 lines
6.2 KiB
TypeScript
214 lines
6.2 KiB
TypeScript
import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { GameID } from "../src/core/Schemas";
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import { setup } from "./util/Setup";
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let game: Game;
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const gameID: GameID = "game_id";
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function collectNeighbors(tile: TileRef): TileRef[] {
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const out: TileRef[] = [];
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game.forEachNeighbor(tile, (n) => out.push(n));
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return out;
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}
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function collectNeighborsWithDiag(tile: TileRef): TileRef[] {
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const out: TileRef[] = [];
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game.forEachNeighborWithDiag(tile, (n) => out.push(n));
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return out;
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}
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describe("Neighbor iteration", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land"); // 16x16
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});
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test("forEachNeighbor visits W, E, N, S in that exact order for interior tiles", () => {
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const tile = game.ref(5, 7);
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expect(collectNeighbors(tile)).toEqual([
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game.ref(4, 7),
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game.ref(6, 7),
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game.ref(5, 6),
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game.ref(5, 8),
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]);
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});
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test("forEachNeighbor clips at corners and edges", () => {
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const w = game.width();
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const h = game.height();
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// top-left corner: E, S only
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expect(collectNeighbors(game.ref(0, 0))).toEqual([
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game.ref(1, 0),
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game.ref(0, 1),
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]);
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// bottom-right corner: W, N only
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expect(collectNeighbors(game.ref(w - 1, h - 1))).toEqual([
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game.ref(w - 2, h - 1),
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game.ref(w - 1, h - 2),
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]);
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// left edge: E, N, S
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expect(collectNeighbors(game.ref(0, 5))).toEqual([
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game.ref(1, 5),
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game.ref(0, 4),
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game.ref(0, 6),
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]);
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// bottom edge: W, E, N
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expect(collectNeighbors(game.ref(5, h - 1))).toEqual([
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game.ref(4, h - 1),
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game.ref(6, h - 1),
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game.ref(5, h - 2),
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]);
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});
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test("forEachNeighbor matches map.neighbors() as a set for every tile", () => {
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game.forEachTile((tile) => {
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const a = [...collectNeighbors(tile)].sort((x, y) => x - y);
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const b = [...game.map().neighbors(tile)].sort((x, y) => x - y);
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expect(a).toEqual(b);
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});
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});
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test("forEachNeighborWithDiag visits all 8 neighbors in dx-major order", () => {
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const tile = game.ref(5, 7);
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expect(collectNeighborsWithDiag(tile)).toEqual([
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game.ref(4, 6),
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game.ref(4, 7),
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game.ref(4, 8),
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game.ref(5, 6),
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game.ref(5, 8),
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game.ref(6, 6),
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game.ref(6, 7),
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game.ref(6, 8),
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]);
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});
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test("forEachNeighborWithDiag clips at corners and edges", () => {
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const w = game.width();
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const h = game.height();
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expect(collectNeighborsWithDiag(game.ref(0, 0))).toEqual([
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game.ref(0, 1),
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game.ref(1, 0),
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game.ref(1, 1),
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]);
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expect(collectNeighborsWithDiag(game.ref(w - 1, h - 1))).toEqual([
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game.ref(w - 2, h - 2),
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game.ref(w - 2, h - 1),
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game.ref(w - 1, h - 2),
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]);
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expect(collectNeighborsWithDiag(game.ref(5, 0))).toEqual([
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game.ref(4, 0),
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game.ref(4, 1),
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game.ref(5, 1),
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game.ref(6, 0),
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game.ref(6, 1),
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]);
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});
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});
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describe("Conquer border invariants", () => {
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let attacker: Player;
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let defender: Player;
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// For every player: borderTiles ⊆ tiles, and a tile is a border tile iff
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// some in-bounds cardinal neighbor has a different owner.
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function checkBorderInvariant() {
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for (const player of game.players()) {
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const tiles = player.tiles();
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const borderTiles = player.borderTiles();
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for (const tile of borderTiles) {
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expect(tiles.has(tile)).toBe(true);
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}
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const mismatches: TileRef[] = [];
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for (const tile of tiles) {
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let isBorder = false;
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game.forEachNeighbor(tile, (n) => {
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if (game.owner(n) !== player) {
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isBorder = true;
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}
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});
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if (borderTiles.has(tile) !== isBorder) {
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mismatches.push(tile);
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}
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}
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expect(mismatches).toEqual([]);
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}
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}
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beforeEach(async () => {
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game = await setup("plains", { infiniteTroops: true }); // 100x100, all land
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const attackerInfo = new PlayerInfo(
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"attacker dude",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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game.addExecution(
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new SpawnExecution(gameID, attackerInfo, game.ref(0, 0)),
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new SpawnExecution(gameID, defenderInfo, game.ref(5, 5)),
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);
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game.executeNextTick();
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game.executeNextTick();
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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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});
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test("border invariant holds after expanding into terra nullius", () => {
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game.addExecution(
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new AttackExecution(1000, attacker, game.terraNullius().id()),
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);
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for (let i = 0; i < 30; i++) {
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game.executeNextTick();
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}
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expect(attacker.numTilesOwned()).toBeGreaterThan(10);
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checkBorderInvariant();
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});
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test("border invariant holds while two players fight over territory", () => {
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game.addExecution(
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new AttackExecution(1000, attacker, game.terraNullius().id()),
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new AttackExecution(1000, defender, game.terraNullius().id()),
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);
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for (let i = 0; i < 40; i++) {
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game.executeNextTick();
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}
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game.addExecution(new AttackExecution(5000, attacker, defender.id()));
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// Check the invariant repeatedly while the fight is in progress, not
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// just at the end.
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for (let i = 0; i < 40; i++) {
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game.executeNextTick();
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if (i % 10 === 0) {
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checkBorderInvariant();
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}
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}
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expect(attacker.numTilesOwned()).toBeGreaterThan(10);
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checkBorderInvariant();
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});
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test("conquering a specific tile updates owner and neighbors' border status", () => {
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game.addExecution(
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new AttackExecution(1000, attacker, game.terraNullius().id()),
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);
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for (let i = 0; i < 30; i++) {
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game.executeNextTick();
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}
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// Pick a border tile of the attacker and verify its interior neighbors
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// are not border tiles.
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for (const tile of attacker.tiles()) {
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expect(game.owner(tile)).toBe(attacker);
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}
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checkBorderInvariant();
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});
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});
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