Second take on belt performance

This commit is contained in:
tobspr 2020-06-26 16:31:36 +02:00
parent 192d1dbedb
commit 9ce912dbdd
2 changed files with 333 additions and 66 deletions

View File

@ -1,18 +1,18 @@
import { Math_min } from "../core/builtins";
import { globalConfig } from "../core/config";
import { DrawParameters } from "../core/draw_parameters";
import { createLogger } from "../core/logging";
import { epsilonCompare, round4Digits } from "../core/utils";
import { Vector } from "../core/vector";
import { BaseItem } from "./base_item";
import { Entity } from "./entity";
import { GameRoot } from "./root";
import { round4Digits, epsilonCompare } from "../core/utils";
import { Math_min } from "../core/builtins";
import { createLogger, logSection } from "../core/logging";
const logger = createLogger("belt_path");
// Helpers for more semantic access into interleaved arrays
const NEXT_ITEM_OFFSET_INDEX = 0;
const ITEM_INDEX = 1;
const _nextDistance = 0;
const _item = 1;
/**
* Stores a path of belts, used for optimizing performance
@ -82,7 +82,7 @@ export class BeltPath {
// Check for mismatching length
const totalLength = this.computeTotalLength();
if (this.totalLength !== totalLength) {
if (!epsilonCompare(this.totalLength, totalLength)) {
return this.debug_failIntegrity(
currentChange,
"Total length mismatch, stored =",
@ -95,6 +95,10 @@ export class BeltPath {
// Check for misconnected entities
for (let i = 0; i < this.entityPath.length - 1; ++i) {
const entity = this.entityPath[i];
if (entity.destroyed) {
return fail("Reference to destroyed entity " + entity.uid);
}
const followUp = this.root.systemMgr.systems.belt.findFollowUpEntity(entity);
if (!followUp) {
return fail(
@ -168,17 +172,17 @@ export class BeltPath {
for (let i = 0; i < this.items.length; ++i) {
const item = this.items[i];
if (item[NEXT_ITEM_OFFSET_INDEX] < 0 || item[NEXT_ITEM_OFFSET_INDEX] > this.totalLength) {
if (item[_nextDistance] < 0 || item[_nextDistance] > this.totalLength) {
return fail(
"Item has invalid offset to next item: ",
item[0],
item[_nextDistance],
"(total length:",
this.totalLength,
")"
);
}
currentPos += item[0];
currentPos += item[_nextDistance];
}
// Check the total sum matches
@ -190,7 +194,7 @@ export class BeltPath {
this.spacingToFirstItem,
") and items does not match total length (",
this.totalLength,
")"
") -> items: " + this.items.map(i => i[_nextDistance]).join("|")
);
}
}
@ -229,11 +233,11 @@ export class BeltPath {
const lastItem = this.items[this.items.length - 1];
logger.log(
" Extended spacing of last item from",
lastItem[NEXT_ITEM_OFFSET_INDEX],
lastItem[_nextDistance],
"to",
lastItem[NEXT_ITEM_OFFSET_INDEX] + additionalLength
lastItem[_nextDistance] + additionalLength
);
lastItem[NEXT_ITEM_OFFSET_INDEX] += additionalLength;
lastItem[_nextDistance] += additionalLength;
}
// Update handles
@ -267,8 +271,8 @@ export class BeltPath {
// Set handles and append entity
beltComp.assignedPath = this;
this.initialBeltComponent = this.entityPath[0].components.Belt;
this.entityPath.unshift(entity);
this.initialBeltComponent = this.entityPath[0].components.Belt;
this.debug_checkIntegrity("extend-on-begin");
}
@ -337,7 +341,7 @@ export class BeltPath {
logger.log("Splitting", this.items.length, "items");
logger.log(
"Old items are",
this.items.map(i => i[NEXT_ITEM_OFFSET_INDEX])
this.items.map(i => i[_nextDistance])
);
// Create second path
@ -347,7 +351,7 @@ export class BeltPath {
let itemPos = this.spacingToFirstItem;
for (let i = 0; i < this.items.length; ++i) {
const item = this.items[i];
const distanceToNext = item[NEXT_ITEM_OFFSET_INDEX];
const distanceToNext = item[_nextDistance];
logger.log(" Checking item at", itemPos, "with distance of", distanceToNext, "to next");
@ -361,7 +365,7 @@ export class BeltPath {
// Check if its on the second path (otherwise its on the removed belt and simply lost)
if (itemPos >= secondPathStart) {
// Put item on second path
secondPath.items.push([distanceToNext, item[ITEM_INDEX]]);
secondPath.items.push([distanceToNext, item[_item]]);
logger.log(
" Put item to second path @",
itemPos,
@ -388,7 +392,7 @@ export class BeltPath {
"to",
clampedDistanceToNext
);
item[NEXT_ITEM_OFFSET_INDEX] = clampedDistanceToNext;
item[_nextDistance] = clampedDistanceToNext;
}
}
@ -398,12 +402,12 @@ export class BeltPath {
logger.log(
"New items are",
this.items.map(i => i[0])
this.items.map(i => i[_nextDistance])
);
logger.log(
"And second path items are",
secondPath.items.map(i => i[0])
secondPath.items.map(i => i[_nextDistance])
);
// Adjust our total length
@ -424,45 +428,268 @@ export class BeltPath {
return secondPath;
}
/**
* Deletes the last entity
* @param {Entity} entity
*/
deleteEntityOnEnd(entity) {
assert(this.entityPath[this.entityPath.length - 1] === entity, "Not the last entity actually");
// Ok, first remove the entity
const beltComp = entity.components.Belt;
const beltLength = beltComp.getEffectiveLengthTiles();
logger.log(
"Deleting last entity on path with length",
this.entityPath.length,
"(reducing",
this.totalLength,
" by",
beltLength,
")"
);
this.totalLength -= beltLength;
this.entityPath.pop();
logger.log(" New path has length of", this.totalLength, "with", this.entityPath.length, "entities");
// This is just for sanity
beltComp.assignedPath = null;
// Clean up items
if (this.items.length === 0) {
// Simple case with no items, just update the first item spacing
this.spacingToFirstItem = this.totalLength;
} else {
// Ok, make sure we simply drop all items which are no longer contained
let itemOffset = this.spacingToFirstItem;
let lastItemOffset = itemOffset;
logger.log(" Adjusting", this.items.length, "items");
for (let i = 0; i < this.items.length; ++i) {
const item = this.items[i];
// Get rid of items past this path
if (itemOffset >= this.totalLength) {
logger.log("Dropping item (current index=", i, ")");
this.items.splice(i, 1);
i -= 1;
continue;
}
logger.log("Item", i, "is at", itemOffset, "with next offset", item[_nextDistance]);
lastItemOffset = itemOffset;
itemOffset += item[_nextDistance];
}
// If we still have an item, make sure the last item matches
if (this.items.length > 0) {
// We can easily compute the next distance since we know where the last item is now
const lastDistance = this.totalLength - lastItemOffset;
assert(
lastDistance >= 0.0,
"Last item distance mismatch: " +
lastDistance +
" -> Total length was " +
this.totalLength +
" and lastItemOffset was " +
lastItemOffset
);
logger.log(
"Adjusted distance of last item: it is at",
lastItemOffset,
"so it has a distance of",
lastDistance,
"to the end (",
this.totalLength,
")"
);
this.items[this.items.length - 1][_nextDistance] = lastDistance;
} else {
logger.log(" Removed all items so we'll update spacing to total length");
// We removed all items so update our spacing
this.spacingToFirstItem = this.totalLength;
}
}
// Update handles
this.ejectorComp = this.entityPath[this.entityPath.length - 1].components.ItemEjector;
this.ejectorSlot = this.ejectorComp.slots[0];
this.debug_checkIntegrity("delete-on-end");
}
/**
* Deletes the entity of the start of the path
* @see deleteEntityOnEnd
* @param {Entity} entity
*/
deleteEntityOnStart(entity) {
assert(entity === this.entityPath[0], "Not actually the start entity");
// Ok, first remove the entity
const beltComp = entity.components.Belt;
const beltLength = beltComp.getEffectiveLengthTiles();
logger.log(
"Deleting first entity on path with length",
this.entityPath.length,
"(reducing",
this.totalLength,
" by",
beltLength,
")"
);
this.totalLength -= beltLength;
this.entityPath.shift();
logger.log(" New path has length of", this.totalLength, "with", this.entityPath.length, "entities");
// This is just for sanity
beltComp.assignedPath = null;
// Clean up items
if (this.items.length === 0) {
// Simple case with no items, just update the first item spacing
this.spacingToFirstItem = this.totalLength;
} else {
// Simple case, we had no item on the beginning -> all good
if (this.spacingToFirstItem >= beltLength) {
logger.log(
" No item on the first place, so we can just adjust the spacing (spacing=",
this.spacingToFirstItem,
") removed =",
beltLength
);
this.spacingToFirstItem -= beltLength;
} else {
// Welp, okay we need to drop all items which are < beltLength and adjust
// the other item offsets as well
logger.log(
" We have at least one item in the beginning, drop those and adjust spacing (first item @",
this.spacingToFirstItem,
") since we removed",
beltLength,
"length from path"
);
logger.log(
" Items:",
this.items.map(i => i[_nextDistance])
);
// Find offset to first item
let itemOffset = this.spacingToFirstItem;
for (let i = 0; i < this.items.length; ++i) {
const item = this.items[i];
if (itemOffset <= beltLength) {
logger.log(
" -> Dropping item with index",
i,
"at",
itemOffset,
"since it was on the removed belt"
);
// This item must be dropped
this.items.splice(i, 1);
i -= 1;
itemOffset += item[_nextDistance];
continue;
} else {
// This item can be kept, thus its the first we know
break;
}
}
if (this.items.length > 0) {
logger.log(
" Offset of first non-dropped item was at:",
itemOffset,
"-> setting spacing to it (total length=",
this.totalLength,
")"
);
this.spacingToFirstItem = itemOffset - beltLength;
assert(
this.spacingToFirstItem >= 0.0,
"Invalid spacing after delete on start: " + this.spacingToFirstItem
);
} else {
logger.log(" We dropped all items, simply set spacing to total length");
// We dropped all items, simple one
this.spacingToFirstItem = this.totalLength;
}
}
}
// Update handles
this.initialBeltComponent = this.entityPath[0].components.Belt;
this.debug_checkIntegrity("delete-on-start");
}
/**
* Extends the path by the given other path
* @param {BeltPath} otherPath
*/
extendByPath(otherPath) {
assert(otherPath !== this, "Circular path dependency");
const entities = otherPath.entityPath;
logger.log("Extending path by other path, starting to add entities");
const oldLength = this.totalLength;
const oldLastItem = this.items[this.items.length - 1];
const oldLength = this.totalLength;
logger.log(" Adding", entities.length, "new entities, current length =", this.totalLength);
// First, append entities
for (let i = 0; i < entities.length; ++i) {
this.extendOnEnd(entities[i]);
const entity = entities[i];
const beltComp = entity.components.Belt;
// Add to path and update references
this.entityPath.push(entity);
beltComp.assignedPath = this;
// Update our length
const additionalLength = beltComp.getEffectiveLengthTiles();
this.totalLength += additionalLength;
}
logger.log(" Transferring new items:", otherPath.items);
logger.log(" Path is now", this.entityPath.length, "entities and has a length of", this.totalLength);
// Check if we have no items and thus need to adjust the spacing
if (this.items.length === 0) {
// This one is easy - Since our first path is empty, we can just
// set the spacing to the first one to the whole first part length
// and add the spacing on the second path (Which might be the whole second part
// length if its entirely empty, too)
this.spacingToFirstItem = this.totalLength + otherPath.spacingToFirstItem;
logger.log(" Extended spacing to first to", this.totalLength, "(= total length)");
// Update handles
this.ejectorComp = this.entityPath[this.entityPath.length - 1].components.ItemEjector;
this.ejectorSlot = this.ejectorComp.slots[0];
// Simply copy over all items
for (let i = 0; i < otherPath.items.length; ++i) {
const item = otherPath.items[0];
this.items.push([item[0], item[1]]);
}
// Now, update the distance of our last item
if (this.items.length !== 0) {
const lastItem = this.items[this.items.length - 1];
lastItem[_nextDistance] += otherPath.spacingToFirstItem;
logger.log(" Add distance to last item, effectively being", lastItem[_nextDistance], "now");
} else {
console.error("TODO4");
// Seems we have no items, update our first item distance
this.spacingToFirstItem = oldLength + otherPath.spacingToFirstItem;
logger.log(
" We had no items, so our new spacing to first is old length (",
oldLength,
") plus others spacing to first (",
otherPath.spacingToFirstItem,
") =",
this.spacingToFirstItem
);
}
// Adjust the distance from our last item to the first item of the second path.
// First, find the absolute position of the first item:
let itemPosition = this.spacingToFirstItem;
for (let i = 0; i < this.items.length; ++i) {
itemPosition += this.items[i][0];
}
logger.log(" Pushing", otherPath.items.length, "items from other path");
// Aaand push the other paths items
for (let i = 0; i < otherPath.items.length; ++i) {
const item = otherPath.items[i];
this.items.push([item[_nextDistance], item[_item]]);
}
this.debug_checkIntegrity("extend-by-path");
@ -490,7 +717,7 @@ export class BeltPath {
// Check if the first belt took a new item
if (transferItemAndProgress) {
const transferItem = transferItemAndProgress[1];
const transferItem = transferItemAndProgress[_item];
if (this.spacingToFirstItem >= globalConfig.itemSpacingOnBelts) {
// Can take new item
@ -519,10 +746,13 @@ export class BeltPath {
const nextDistanceAndItem = this.items[i];
const minimumSpacing = minimumDistance;
const takeAway = Math.max(0, Math.min(remainingAmount, nextDistanceAndItem[0] - minimumSpacing));
const takeAway = Math.max(
0,
Math.min(remainingAmount, nextDistanceAndItem[_nextDistance] - minimumSpacing)
);
remainingAmount -= takeAway;
nextDistanceAndItem[0] -= takeAway;
nextDistanceAndItem[_nextDistance] -= takeAway;
this.spacingToFirstItem += takeAway;
if (remainingAmount === 0.0) {
@ -533,9 +763,9 @@ export class BeltPath {
}
const lastItem = this.items[this.items.length - 1];
if (lastItem && lastItem[0] === 0.0) {
if (lastItem && lastItem[_nextDistance] === 0) {
// Take over
if (this.ejectorComp.tryEject(0, lastItem[1])) {
if (this.ejectorComp.tryEject(0, lastItem[_item])) {
this.items.pop();
}
}
@ -605,12 +835,12 @@ export class BeltPath {
parameters.context.font = "6px GameFont";
parameters.context.fillStyle = "#111";
parameters.context.fillText(
"" + round4Digits(nextDistanceAndItem[0]),
"" + round4Digits(nextDistanceAndItem[_nextDistance]),
worldPos.x + 5,
worldPos.y + 2
);
progress += nextDistanceAndItem[0];
nextDistanceAndItem[1].draw(worldPos.x, worldPos.y, parameters, 10);
progress += nextDistanceAndItem[_nextDistance];
nextDistanceAndItem[_item].draw(worldPos.x, worldPos.y, parameters, 10);
}
for (let i = 0; i < this.entityPath.length; ++i) {

View File

@ -144,8 +144,6 @@ export class BeltSystem extends GameSystemWithFilter {
return;
}
console.log("DESTROY");
const assignedPath = entity.components.Belt.assignedPath;
assert(assignedPath, "Entity has no belt path assigned");
@ -161,23 +159,25 @@ export class BeltSystem extends GameSystemWithFilter {
if (toEntity) {
const toPath = toEntity.components.Belt.assignedPath;
assert(fromPath === toPath, "Invalid belt path layout (from path != to path)");
console.log("Remove inbetween");
const newPath = fromPath.deleteEntityOnPathSplitIntoTwo(entity);
this.beltPaths.push(newPath);
} else {
// TODO
console.error("TODO 1");
fromPath.deleteEntityOnEnd(entity);
}
} else {
if (toEntity) {
// TODO
console.error("TODO 2");
// We need to remove the entity from the beginning of the other path
const toPath = toEntity.components.Belt.assignedPath;
toPath.deleteEntityOnStart(entity);
} else {
// TODO
console.error("TODO 3");
// This is a single entity path, easy to do
const path = entity.components.Belt.assignedPath;
fastArrayDeleteValue(this.beltPaths, path);
}
}
this.verifyBeltPaths();
}
/**
@ -208,10 +208,15 @@ export class BeltSystem extends GameSystemWithFilter {
// Check if we now can extend the current path by the next path
if (toEntity) {
const toPath = toEntity.components.Belt.assignedPath;
fromPath.extendByPath(toPath);
// Delete now obsolete path
fastArrayDeleteValue(this.beltPaths, toPath);
if (fromPath === toPath) {
// This is a circular dependency -> Ignore
} else {
fromPath.extendByPath(toPath);
// Delete now obsolete path
fastArrayDeleteValue(this.beltPaths, toPath);
}
}
} else {
if (toEntity) {
@ -224,12 +229,36 @@ export class BeltSystem extends GameSystemWithFilter {
this.beltPaths.push(path);
}
}
this.verifyBeltPaths();
}
draw(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntityItems.bind(this));
}
/**
* Verifies all belt paths
*/
verifyBeltPaths() {
if (G_IS_DEV) {
for (let i = 0; i < this.beltPaths.length; ++i) {
this.beltPaths[i].debug_checkIntegrity("general-verify");
}
const belts = this.root.entityMgr.getAllWithComponent(BeltComponent);
for (let i = 0; i < belts.length; ++i) {
const path = belts[i].components.Belt.assignedPath;
if (!path) {
throw new Error("Belt has no path: " + belts[i].uid);
}
if (this.beltPaths.indexOf(path) < 0) {
throw new Error("Path of entity not contained: " + belts[i].uid);
}
}
}
}
/**
* Finds the follow up entity for a given belt. Used for building the dependencies
* @param {Entity} entity
@ -378,9 +407,11 @@ export class BeltSystem extends GameSystemWithFilter {
// Compute path, start with entity and find precedors / successors
const path = [entity];
let maxIter = 9999;
// Find precedors
let prevEntity = this.findSupplyingEntity(entity);
while (prevEntity) {
while (prevEntity && --maxIter > 0) {
if (visitedUids.has(prevEntity)) {
break;
}
@ -392,7 +423,7 @@ export class BeltSystem extends GameSystemWithFilter {
// Find succedors
let nextEntity = this.findFollowUpEntity(entity);
while (nextEntity) {
while (nextEntity && --maxIter > 0) {
if (visitedUids.has(nextEntity)) {
break;
}
@ -403,6 +434,8 @@ export class BeltSystem extends GameSystemWithFilter {
nextEntity = this.findFollowUpEntity(nextEntity);
}
assert(maxIter !== 0, "Ran out of iterations");
// console.log(
// "Found path:",
// path.map(e => debugEntity(e))
@ -422,10 +455,14 @@ export class BeltSystem extends GameSystemWithFilter {
this.computeBeltCache();
}
this.verifyBeltPaths();
for (let i = 0; i < this.beltPaths.length; ++i) {
this.beltPaths[i].update();
}
this.verifyBeltPaths();
return;
/*