Files
OpenFrontIO/src/core/execution/PlayerExecution.ts
T
scamiv aae9c43fa4 perf Optimize removeClusters by replacing sort with linear scan (#2614)
## Description:

PlayerExecution.ts removeClusters:
Replace O(k log k) sorting with O(k) linear scan to find the largest
cluster
2025-12-15 09:43:10 -08:00

393 lines
10 KiB
TypeScript

import { Config } from "../configuration/Config";
import { Execution, Game, Player, UnitType } from "../game/Game";
import { TileRef } from "../game/GameMap";
import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util";
interface ClusterTraversalState {
visited: Uint32Array;
gen: number;
}
// Per-game traversal state used by calculateClusters() to avoid per-player buffers.
const traversalStates = new WeakMap<Game, ClusterTraversalState>();
export class PlayerExecution implements Execution {
private readonly ticksPerClusterCalc = 20;
private config: Config;
private lastCalc = 0;
private mg: Game;
private active = true;
constructor(private player: Player) {}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game, ticks: number) {
this.mg = mg;
this.config = mg.config();
this.lastCalc =
ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc);
}
tick(ticks: number) {
this.player.decayRelations();
for (const u of this.player.units()) {
if (!u.info().territoryBound) {
continue;
}
const owner = this.mg!.owner(u.tile());
if (!owner?.isPlayer()) {
u.delete();
continue;
}
if (owner === this.player) {
continue;
}
const captor = this.mg!.player(owner.id());
if (u.type() === UnitType.DefensePost) {
u.decreaseLevel(captor);
if (u.isActive()) {
captor.captureUnit(u);
}
} else {
captor.captureUnit(u);
}
}
if (!this.player.isAlive()) {
// Player has no tiles, delete any remaining units and gold
const gold = this.player.gold();
this.player.removeGold(gold);
this.player.units().forEach((u) => {
if (
u.type() !== UnitType.AtomBomb &&
u.type() !== UnitType.HydrogenBomb &&
u.type() !== UnitType.MIRVWarhead &&
u.type() !== UnitType.MIRV
) {
u.delete();
}
});
this.active = false;
this.mg.stats().playerKilled(this.player, ticks);
return;
}
const troopInc = this.config.troopIncreaseRate(this.player);
this.player.addTroops(troopInc);
const goldFromWorkers = this.config.goldAdditionRate(this.player);
this.player.addGold(goldFromWorkers);
// Record stats
this.mg.stats().goldWork(this.player, goldFromWorkers);
const alliances = Array.from(this.player.alliances());
for (const alliance of alliances) {
if (alliance.expiresAt() <= this.mg.ticks()) {
alliance.expire();
}
}
const embargoes = this.player.getEmbargoes();
for (const embargo of embargoes) {
if (
embargo.isTemporary &&
this.mg.ticks() - embargo.createdAt >
this.mg.config().temporaryEmbargoDuration()
) {
this.player.stopEmbargo(embargo.target);
}
}
if (ticks - this.lastCalc > this.ticksPerClusterCalc) {
if (this.player.lastTileChange() > this.lastCalc) {
this.lastCalc = ticks;
const start = performance.now();
this.removeClusters();
const end = performance.now();
if (end - start > 1000) {
console.log(`player ${this.player.name()}, took ${end - start}ms`);
}
}
}
}
private removeClusters() {
const clusters = this.calculateClusters();
if (clusters.length === 0) {
this.player.largestClusterBoundingBox = null;
return;
}
// Find the largest cluster with a single linear scan (O(n)).
let largestIndex = 0;
let largestSize = clusters[0].size;
for (let i = 1; i < clusters.length; i++) {
const size = clusters[i].size;
if (size > largestSize) {
largestSize = size;
largestIndex = i;
}
}
const largestCluster = clusters[largestIndex];
if (largestCluster === undefined) throw new Error("No clusters");
this.player.largestClusterBoundingBox = calculateBoundingBox(
this.mg,
largestCluster,
);
const surroundedBy = this.surroundedBySamePlayer(largestCluster);
if (surroundedBy && !surroundedBy.isFriendly(this.player)) {
this.removeCluster(largestCluster);
}
// Process remaining clusters
for (let i = 0; i < clusters.length; i++) {
if (i === largestIndex) continue;
const cluster = clusters[i];
if (this.isSurrounded(cluster)) {
this.removeCluster(cluster);
}
}
}
private surroundedBySamePlayer(cluster: Set<TileRef>): false | Player {
const enemies = new Set<number>();
for (const tile of cluster) {
let hasUnownedNeighbor = false;
if (this.mg.isOceanShore(tile) || this.mg.isOnEdgeOfMap(tile)) {
return false;
}
this.mg.forEachNeighbor(tile, (n) => {
if (!this.mg.hasOwner(n)) {
hasUnownedNeighbor = true;
return;
}
const ownerId = this.mg.ownerID(n);
if (ownerId !== this.player.smallID()) {
enemies.add(ownerId);
}
});
if (hasUnownedNeighbor) {
return false;
}
if (enemies.size !== 1) {
return false;
}
}
if (enemies.size !== 1) {
return false;
}
const enemy = this.mg.playerBySmallID(Array.from(enemies)[0]) as Player;
const enemyBox = calculateBoundingBox(this.mg, enemy.borderTiles());
const clusterBox = calculateBoundingBox(this.mg, cluster);
if (inscribed(enemyBox, clusterBox)) {
return enemy;
}
return false;
}
private isSurrounded(cluster: Set<TileRef>): boolean {
const enemyTiles = new Set<TileRef>();
for (const tr of cluster) {
if (this.mg.isShore(tr) || this.mg.isOnEdgeOfMap(tr)) {
return false;
}
this.mg.forEachNeighbor(tr, (n) => {
const owner = this.mg.owner(n);
if (owner.isPlayer() && this.mg.ownerID(n) !== this.player.smallID()) {
enemyTiles.add(n);
}
});
}
if (enemyTiles.size === 0) {
return false;
}
const enemyBox = calculateBoundingBox(this.mg, enemyTiles);
const clusterBox = calculateBoundingBox(this.mg, cluster);
return inscribed(enemyBox, clusterBox);
}
private removeCluster(cluster: Set<TileRef>) {
if (
Array.from(cluster).some(
(t) => this.mg?.ownerID(t) !== this.player?.smallID(),
)
) {
// Other removeCluster operations could change tile owners,
// so double check.
return;
}
const capturing = this.getCapturingPlayer(cluster);
if (capturing === null) {
return;
}
const firstTile = cluster.values().next().value;
if (!firstTile) {
return;
}
const tiles = this.floodFillWithGen(
this.bumpGeneration(),
this.traversalState().visited,
[firstTile],
(tile, cb) => this.mg.forEachNeighbor(tile, cb),
(tile) => this.mg.ownerID(tile) === this.player.smallID(),
);
if (this.player.numTilesOwned() === tiles.size) {
this.mg.conquerPlayer(capturing, this.player);
}
for (const tile of tiles) {
capturing.conquer(tile);
}
}
private getCapturingPlayer(cluster: Set<TileRef>): Player | null {
const neighbors = new Map<Player, number>();
for (const t of cluster) {
this.mg.forEachNeighbor(t, (neighbor) => {
const owner = this.mg.owner(neighbor);
if (
owner.isPlayer() &&
owner !== this.player &&
!owner.isFriendly(this.player)
) {
neighbors.set(owner, (neighbors.get(owner) ?? 0) + 1);
}
});
}
// If there are no enemies, return null
if (neighbors.size === 0) {
return null;
}
// Get the largest attack from the neighbors
let largestNeighborAttack: Player | null = null;
let largestTroopCount = 0;
for (const [neighbor] of neighbors) {
for (const attack of neighbor.outgoingAttacks()) {
if (attack.target() === this.player) {
if (attack.troops() > largestTroopCount) {
largestTroopCount = attack.troops();
largestNeighborAttack = neighbor;
}
}
}
}
if (largestNeighborAttack !== null) {
return largestNeighborAttack;
}
// There are no ongoing attacks, so find the enemy with the largest border.
return getMode(neighbors);
}
private calculateClusters(): Set<TileRef>[] {
const borderTiles = this.player.borderTiles();
if (borderTiles.size === 0) return [];
const state = this.traversalState();
const currentGen = this.bumpGeneration();
const visited = state.visited;
const clusters: Set<TileRef>[] = [];
for (const startTile of borderTiles) {
if (visited[startTile] === currentGen) continue;
const cluster = this.floodFillWithGen(
currentGen,
visited,
[startTile],
(tile, cb) => this.mg.forEachNeighborWithDiag(tile, cb),
(tile) => borderTiles.has(tile),
);
clusters.push(cluster);
}
return clusters;
}
owner(): Player {
if (this.player === null) {
throw new Error("Not initialized");
}
return this.player;
}
isActive(): boolean {
return this.active;
}
private traversalState(): ClusterTraversalState {
const totalTiles = this.mg.width() * this.mg.height();
let state = traversalStates.get(this.mg);
if (!state || state.visited.length < totalTiles) {
state = {
visited: new Uint32Array(totalTiles),
gen: 0,
};
traversalStates.set(this.mg, state);
}
return state;
}
private bumpGeneration(): number {
const state = this.traversalState();
state.gen++;
if (state.gen === 0xffffffff) {
state.visited.fill(0);
state.gen = 1;
}
return state.gen;
}
private floodFillWithGen(
currentGen: number,
visited: Uint32Array,
startTiles: TileRef[],
neighborFn: (tile: TileRef, callback: (neighbor: TileRef) => void) => void,
includeFn: (tile: TileRef) => boolean,
): Set<TileRef> {
const result = new Set<TileRef>();
const stack: TileRef[] = [];
for (const start of startTiles) {
if (visited[start] === currentGen) continue;
if (!includeFn(start)) continue;
visited[start] = currentGen;
result.add(start);
stack.push(start);
}
while (stack.length > 0) {
const tile = stack.pop()!;
neighborFn(tile, (neighbor) => {
if (visited[neighbor] === currentGen) {
return;
}
if (!includeFn(neighbor)) {
return;
}
visited[neighbor] = currentGen;
result.add(neighbor);
stack.push(neighbor);
});
}
return result;
}
}