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85def73bd9
# Pathfinding pt. 3 ## Description: This PR introduces final change to the pathfinding - path refinement. It optimizes Line of Sight refinement by searching with for the best tile with a binary search instead of linearly. And then spends the recovered budget on better refinement of the first and last 50 tiles of the journey - the place where user is most likely to look at. Additionally this PR re-introduces magnitude check and makes the ships prefer sailing close to the coast, but not too close. ## 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 ## What? | Before | After | | :--- | :--- | | <img width="1097" height="1117" alt="image" src="https://github.com/user-attachments/assets/4a0b300d-10ef-4151-b6dc-33acfb49f992" /> | <img width="1093" height="1119" alt="image" src="https://github.com/user-attachments/assets/cf81c515-c145-40f4-91e5-a4353986907b" /> | | <img width="1096" height="1129" alt="image" src="https://github.com/user-attachments/assets/21b46bce-f961-4259-88f6-fe4a66180270" /> | <img width="1098" height="1126" alt="image" src="https://github.com/user-attachments/assets/d92587d1-e6b6-4353-b4a4-1efe71bca43d" /> | ## Performance There is actually a severe performance impact of these changes. The path initial path takes almost 2x as long to generate - this is because pre processing can only do so much if the initial path is ugly. Luckily in real gameplay we only need to do this calculation once per edge, so the actual observed performance impact should be much smaller. Cache FTW. | | No Cache | Cache | | :--- | :--- | :--- | | Before | 277.04ms | 208.58ms | | After | 498.34ms | 264.27ms | ## DebugSpan Small utility, it allows any code to be easily instrumented for performance. The idea is the same as with [OTEL Spans](https://opentelemetry.io/docs/concepts/signals/traces/). Produce a span, create sub-spans, measure whatever you need. Works only when `globalThis.__DEBUG_SPAN_ENABLED__ === true`, otherwise no-op. Cool stuff, try it out: ```ts // Convenient wrapper, small performance impact return DebugSpan.wrap('add', () => a + b) // Synchronous API, basically free DebugSpan.start('work') work() DebugSpan.end() // Create sub spans DebugSpan.wrap('complex', () => { const aPlusB = DebugSpan.wrap('add', () => a + b) DebugSpan.set('additionResult', () => aPlusB) // Store data return aPlusB * c }) // Access spans, data and timing const span = DebugSpan.getLast() const compelxSpan = DebugSpan.getLast('complex') console.log(complexSpan.duration, complexSpan.data['additionResult']) ``` These are virtually free and can be enabled on-demand **in production** and available in the devtools. Under the hood devtools integration is just a wrapper around [Performance API](https://developer.mozilla.org/en-US/docs/Web/API/Performance_API). For clarity data keys not prefixed by `$` are omitted from the integration. Every key prefixed with `$` must be fully JSON serializable. <img width="977" height="799" alt="image" src="https://github.com/user-attachments/assets/b4d43506-1639-4f78-a611-30e61de12a07" />
271 lines
7.1 KiB
TypeScript
271 lines
7.1 KiB
TypeScript
import { readdirSync, readFileSync } from "fs";
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import { dirname, join } from "path";
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import { fileURLToPath } from "url";
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import { Game } from "../../../../src/core/game/Game.js";
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import { DebugSpan } from "../../../../src/core/utilities/DebugSpan.js";
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import { setupFromPath } from "../../utils.js";
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// Available comparison adapters
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// Note: "hpa.cached" runs same algorithm without debug overhead for fair timing comparison
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export const COMPARISON_ADAPTERS = [
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"hpa.cached",
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"hpa",
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"a.baseline",
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"a.generic",
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"a.full",
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];
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export interface MapInfo {
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name: string;
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displayName: string;
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}
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export interface GraphBuildData {
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nodes: any[];
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edges: any[];
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nodesCount: number;
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edgesCount: number;
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clustersCount: number;
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buildTime: number;
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}
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export interface MapCache {
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game: Game;
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graphBuildData: GraphBuildData | null;
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}
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const cache = new Map<string, MapCache>();
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/**
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* Get the resources/maps directory path
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*/
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function getMapsDirectory(): string {
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return join(
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dirname(fileURLToPath(import.meta.url)),
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"../../../../resources/maps",
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);
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}
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/**
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* Format map name to title case with proper spacing
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* Handles: underscores, camelCase, existing spaces, and parentheses
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*/
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function formatMapName(name: string): string {
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return (
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name
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// Replace underscores with spaces
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.replace(/_/g, " ")
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// Add space before capital letters (for camelCase)
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.replace(/([a-z])([A-Z])/g, "$1 $2")
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// Convert to lowercase first
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.toLowerCase()
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// Capitalize first letter of string
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.replace(/^\w/, (char) => char.toUpperCase())
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// Capitalize after spaces and opening parentheses
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.replace(/(\s+|[(])\w/g, (match) => match.toUpperCase())
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);
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}
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/**
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* Get list of available maps by reading the resources/maps directory
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*/
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export function listMaps(): MapInfo[] {
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const mapsDir = getMapsDirectory();
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const maps: MapInfo[] = [];
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try {
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const entries = readdirSync(mapsDir, { withFileTypes: true });
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for (const entry of entries) {
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if (entry.isDirectory()) {
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const name = entry.name;
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let displayName = formatMapName(name);
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// Try to read displayName from manifest.json
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try {
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const manifestPath = join(mapsDir, name, "manifest.json");
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const manifestData = JSON.parse(readFileSync(manifestPath, "utf-8"));
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if (manifestData.name) {
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displayName = formatMapName(manifestData.name);
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}
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} catch (e) {
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// If manifest doesn't exist or doesn't have name, use formatted folder name
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console.warn(
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`Could not read manifest for ${name}:`,
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e instanceof Error ? e.message : e,
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);
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}
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maps.push({ name, displayName });
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}
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}
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} catch (e) {
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console.error("Failed to read maps directory:", e);
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}
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return maps.sort((a, b) => a.displayName.localeCompare(b.displayName));
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}
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/**
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* Extract graph build data from DebugSpan
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*/
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function extractGraphBuildData(): GraphBuildData | null {
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const span = DebugSpan.getLastSpan();
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if (!span || span.name !== "AbstractGraphBuilder:build") {
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return null;
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}
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return {
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nodes: (span.data.nodes as any[]) || [],
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edges: (span.data.edges as any[]) || [],
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nodesCount: (span.data.nodesCount as number) || 0,
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edgesCount: (span.data.edgesCount as number) || 0,
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clustersCount: (span.data.clustersCount as number) || 0,
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buildTime: span.duration || 0,
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};
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}
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/**
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* Load a map from cache or disk
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*/
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export async function loadMap(mapName: string): Promise<MapCache> {
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// Check cache first
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if (cache.has(mapName)) {
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return cache.get(mapName)!;
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}
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const mapsDir = getMapsDirectory();
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// Enable DebugSpan to capture graph build data
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DebugSpan.enable();
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// Use the existing setupFromPath utility to load the map
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const game = await setupFromPath(mapsDir, mapName, { disableNavMesh: false });
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// Capture graph build data from DebugSpan
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const graphBuildData = extractGraphBuildData();
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DebugSpan.disable();
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const cacheEntry: MapCache = { game, graphBuildData };
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// Store in cache
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cache.set(mapName, cacheEntry);
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return cacheEntry;
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}
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/**
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* Get map metadata for client
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*/
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export async function getMapMetadata(mapName: string) {
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const { game, graphBuildData } = await loadMap(mapName);
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// Extract map data
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const mapData: number[] = [];
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for (let y = 0; y < game.height(); y++) {
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for (let x = 0; x < game.width(); x++) {
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const tile = game.ref(x, y);
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mapData.push(game.isWater(tile) ? 1 : 0);
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}
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}
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const graph = game.miniWaterGraph();
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const miniMap = game.miniMap();
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const clusterSize = graph?.clusterSize ?? 0;
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// Use graphBuildData from DebugSpan if available, otherwise fall back to direct access
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let allNodes: Array<{ id: number; x: number; y: number }>;
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let edges: Array<{
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fromId: number;
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toId: number;
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from: number[];
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to: number[];
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cost: number;
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}>;
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if (graphBuildData) {
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// Convert nodes from DebugSpan data (AbstractNode format)
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allNodes = graphBuildData.nodes.map((node: any) => ({
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id: node.id,
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x: miniMap.x(node.tile),
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y: miniMap.y(node.tile),
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}));
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// Convert edges from DebugSpan data (AbstractEdge format)
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edges = graphBuildData.edges.map((edge: any) => {
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const nodeA = graphBuildData.nodes.find((n: any) => n.id === edge.nodeA);
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const nodeB = graphBuildData.nodes.find((n: any) => n.id === edge.nodeB);
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return {
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fromId: edge.nodeA,
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toId: edge.nodeB,
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from: nodeA
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? [miniMap.x(nodeA.tile) * 2, miniMap.y(nodeA.tile) * 2]
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: [0, 0],
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to: nodeB
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? [miniMap.x(nodeB.tile) * 2, miniMap.y(nodeB.tile) * 2]
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: [0, 0],
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cost: edge.cost,
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};
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});
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console.log(
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`Map ${mapName}: ${allNodes.length} nodes, ${edges.length} edges (from DebugSpan, built in ${graphBuildData.buildTime.toFixed(2)}ms)`,
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);
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} else if (graph) {
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// Fallback: extract directly from graph
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allNodes = graph.getAllNodes().map((node: any) => ({
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id: node.id,
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x: miniMap.x(node.tile),
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y: miniMap.y(node.tile),
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}));
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edges = [];
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for (let i = 0; i < graph.edgeCount; i++) {
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const edge = graph.getEdge(i);
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if (!edge) continue;
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const nodeA = graph.getNode(edge.nodeA);
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const nodeB = graph.getNode(edge.nodeB);
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if (!nodeA || !nodeB) continue;
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edges.push({
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fromId: edge.nodeA,
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toId: edge.nodeB,
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from: [miniMap.x(nodeA.tile) * 2, miniMap.y(nodeA.tile) * 2],
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to: [miniMap.x(nodeB.tile) * 2, miniMap.y(nodeB.tile) * 2],
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cost: edge.cost,
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});
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}
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console.log(
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`Map ${mapName}: ${allNodes.length} nodes, ${edges.length} edges (fallback)`,
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);
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} else {
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// No graph available
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allNodes = [];
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edges = [];
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console.log(`Map ${mapName}: no graph available`);
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}
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return {
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name: mapName,
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width: game.width(),
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height: game.height(),
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mapData,
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graphDebug: {
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allNodes,
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edges,
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clusterSize,
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buildTime: graphBuildData?.buildTime,
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},
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adapters: COMPARISON_ADAPTERS,
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};
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}
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/**
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* Clear map cache
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*/
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export function clearCache() {
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cache.clear();
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}
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