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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>
53 lines
1.5 KiB
TypeScript
53 lines
1.5 KiB
TypeScript
import { FlatBinaryHeap } from "../src/core/execution/utils/FlatBinaryHeap";
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describe("FlatBinaryHeap", () => {
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test("dequeues tiles in ascending priority order", () => {
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const heap = new FlatBinaryHeap();
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const entries: [number, number][] = [
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[100, 5.0],
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[200, 1.0],
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[300, 3.0],
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[400, 2.0],
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[500, 4.0],
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];
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for (const [tile, pri] of entries) {
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heap.enqueue(tile, pri);
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}
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expect(heap.size()).toBe(5);
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expect(heap.dequeue()).toBe(200);
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expect(heap.dequeue()).toBe(400);
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expect(heap.dequeue()).toBe(300);
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expect(heap.dequeue()).toBe(500);
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expect(heap.dequeue()).toBe(100);
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expect(heap.size()).toBe(0);
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});
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test("throws when dequeuing an empty heap", () => {
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const heap = new FlatBinaryHeap();
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expect(() => heap.dequeue()).toThrow("heap empty");
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});
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test("clear empties the heap without breaking subsequent use", () => {
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const heap = new FlatBinaryHeap();
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heap.enqueue(1, 1);
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heap.enqueue(2, 2);
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heap.clear();
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expect(heap.size()).toBe(0);
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heap.enqueue(3, 3);
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expect(heap.dequeue()).toBe(3);
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});
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test("grows past its initial capacity and stays ordered", () => {
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const heap = new FlatBinaryHeap(4);
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// Insert in descending priority so every enqueue sifts up.
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const n = 1000;
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for (let i = 0; i < n; i++) {
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heap.enqueue(i, n - i);
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}
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expect(heap.size()).toBe(n);
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for (let i = 0; i < n; i++) {
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expect(heap.dequeue()).toBe(n - 1 - i);
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}
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});
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});
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