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Performance improvements#3243

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VariableVince wants to merge 8 commits intomainfrom
spawn-perf
Open

Performance improvements#3243
VariableVince wants to merge 8 commits intomainfrom
spawn-perf

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@VariableVince VariableVince commented Feb 19, 2026

Description:

Performance improvements.

  • PlayerImpl: for nukeSpawn, cache config to const.
  • Other files: for nukeSpawn and other functions doing the same, introduce findClosestBy function.
  • for TradeShipExecution, with the move from distSortUnit to findClosestBy, also add check if port isActive, !isMarkedForDeletion and !isUnderConstruction. These checks should have been there already, so now do it in one go to make use of the predicate isCandidate in findClosestBy.
  • for TradeShipExectution.test.ts, add mock functions for isMarkedForDeletion and isUnderConstruction because of the above. Also, set Unit tiles and Pathfinding node to actual valid TileRefs for the testing map. This prevents NaN as return value from manhattanDist. This problem was already present with the use of distSortUnit, but that function just did NaN - NaN, returned the first and only port unit in the array and called it a day. For findClosestBy we have to make sure the predicate manhattanDist actually returns a number instead of NaN so we need actually valid tiles. We now have a working test instead of a test that actually silently failed like before.

Some of this goes along with PR #3220 since playerImpl buildableUnits makes use of the underlying spawn functions via canBuild. Just like ConstructionExecution does. But i didn't want to add more to PR 3220 since there's already a lot in there.

The new function findClosestBy could also be applied to some other parts of code to benefit of it being faster, so i did that.

findClosestBy uses findMinimumBy, which is a little more generic in name. I think findMinimumBy could be used by other parts of code, while findClosestBy is more clear naming for what it does now. But we could ditch findMinimumBy and just leave findClosestBy?

Examples of synthetic benchmarks (not included in this PR):

BEFORE CHANGES (before Scamiv's PR #3241)
image

image

AFTER CHANGES (before Scamiv's PR #3241)
findunittoupgrade for loop 5th run

nukespawn for loop 3rd run

BEFORE CHANGES (after Scamiv's PR #3241)
findunittoupgrade BEFORE

nukespawn BEFORE

AFTER CHANGES (after Scamiv's PR #3241)
findunittoupgrade AFTER

nukespawn AFTER

Please complete the following:

  • I have added screenshots for all UI updates
  • I process any text displayed to the user through translateText() and I've added it to the en.json file
  • I have added relevant tests to the test directory
  • I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced

Please put your Discord username so you can be contacted if a bug or regression is found:

tryout33

@VariableVince VariableVince added this to the v30 milestone Feb 19, 2026
@VariableVince VariableVince self-assigned this Feb 19, 2026
@VariableVince VariableVince requested a review from a team as a code owner February 19, 2026 05:53
@VariableVince VariableVince added the Performance Performance optimization label Feb 19, 2026
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coderabbitai bot commented Feb 19, 2026

Walkthrough

Adds utilities findMinimumBy and findClosestBy, replaces ad-hoc nearest-item sorts with findClosestBy across client and core modules, adds null-safe checks where selections may be absent, and updates tests to reflect adjusted mock tiles and an added pirate port.

Changes

Cohort / File(s) Summary
Core Utilities
src/core/Util.ts
Added findMinimumBy<T> and findClosestBy<T> exports. Both accept an optional candidate filter and return `T
Client Selection Logic
src/client/ClientGameRunner.ts, src/client/graphics/layers/RadialMenuElements.ts
Replaced manual sort-based nearest selection with findClosestBy; added null checks before emitting upgrade events or deleting units.
Execution: Trade Ship
src/core/execution/TradeShipExecution.ts
Replaced port-sorting logic with findClosestBy to pick the return port; handles missing port by deleting ship or updating destination accordingly.
Player Spawn & Upgrade Logic
src/core/game/PlayerImpl.ts
Rewrote nearest-unit/port/silo/warship selection to use findClosestBy; cached local config references and consolidated conditional checks in spawn and upgrade flows.
Tests
tests/core/executions/TradeShipExecution.test.ts
Updated mocks: adjusted tile values, added a second pirate port, and aligned pathfinding/tradeShip tiles to match nearest-port logic.

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~22 minutes

Poem

A tiny finder seeks what's close,
Replaces sorts that clogged the prose,
Null checks guard the quiet path,
Tests updated for pirate math,
Clean and small — the nearest rose. 🚀

🚥 Pre-merge checks | ✅ 1 | ❌ 2

❌ Failed checks (1 warning, 1 inconclusive)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 50.00% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
Title check ❓ Inconclusive The title 'Performance improvements' is vague and generic, using a non-descriptive term that doesn't convey meaningful information about the specific changes made. Use a more specific title that highlights the main change, such as 'Introduce findClosestBy utility for performance optimization' or 'Refactor spawn functions with findClosestBy for better performance'.
✅ Passed checks (1 passed)
Check name Status Explanation
Description check ✅ Passed The description clearly explains the performance improvements, introduces the findClosestBy utility function, and documents specific changes across multiple files with rationale.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.


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🧹 Nitpick comments (1)
src/core/Util.ts (1)

95-101: findClosestBy is a thin alias over findMinimumBy — consider whether both exports are needed long-term.

Right now findClosestBy just forwards to findMinimumBy with zero added logic. The only difference is the parameter name (distance vs score). This is fine for readability at call sites — "closest by distance" reads more naturally than "minimum by score" when dealing with spatial lookups. Just keep in mind that maintaining two nearly identical public exports adds surface area. If findMinimumBy never gets used directly outside of findClosestBy, you could collapse them later.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/core/Util.ts` around lines 95 - 101, findClosestBy is a trivial wrapper
around findMinimumBy with no added behavior (only a parameter rename), which
risks duplicated public surface area; either remove the redundant export or make
the intent explicit: search the repo for external usages of findClosestBy and
findMinimumBy and if both are used keep both, otherwise collapse into a single
export (prefer the clearer name for call sites, e.g., keep findClosestBy and
remove or inline findMinimumBy), or add a short comment above findClosestBy
documenting it's an intentional alias for readability; update any imports
accordingly to use the chosen single function (references: findClosestBy,
findMinimumBy).
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Nitpick comments:
In `@src/core/Util.ts`:
- Around line 95-101: findClosestBy is a trivial wrapper around findMinimumBy
with no added behavior (only a parameter rename), which risks duplicated public
surface area; either remove the redundant export or make the intent explicit:
search the repo for external usages of findClosestBy and findMinimumBy and if
both are used keep both, otherwise collapse into a single export (prefer the
clearer name for call sites, e.g., keep findClosestBy and remove or inline
findMinimumBy), or add a short comment above findClosestBy documenting it's an
intentional alias for readability; update any imports accordingly to use the
chosen single function (references: findClosestBy, findMinimumBy).

coderabbitai[bot]
coderabbitai bot previously approved these changes Feb 19, 2026
@evanpelle
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looks like a test is failing

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Actionable comments posted: 1

🧹 Nitpick comments (1)
src/core/Util.ts (1)

110-116: findClosestBy is a pure alias — consider whether it pulls its own weight.

Right now findClosestBy adds no behaviour on top of findMinimumBy; they share the same signature and the body is a single delegation line. Two options worth considering:

  1. Keep as-is — the distinct name signals "this is a spatial distance query" at call sites, which is fine.
  2. Remove findClosestBy and have callers import findMinimumBy directly, reducing surface area.

Either is valid; this is just a nudge to settle the "possible consolidation" point the PR already raises before more callers are added.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/core/Util.ts` around lines 110 - 116, findClosestBy is a no-op alias of
findMinimumBy; decide whether to remove it or clarify intent: either delete the
findClosestBy function and replace all its call sites/imports to use
findMinimumBy (update tests and exports accordingly), or keep findClosestBy but
add a brief doc comment above the function explaining it's a semantic alias for
spatial/distance queries so callers understand the intent and keep the
single-line delegation as-is; reference the symbols findClosestBy and
findMinimumBy when making the change.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/core/Util.ts`:
- Around line 102-109: The JSDoc example for findClosestBy uses the incorrect
GameMap variable name "mg" — change it to "gm" to match the file's convention
and other helpers like distSort and distSortUnit; update the example line
containing mg.manhattanDist(...) to use gm.manhattanDist(...) so examples are
consistent and copy-pasteable for readers referencing findClosestBy.

---

Nitpick comments:
In `@src/core/Util.ts`:
- Around line 110-116: findClosestBy is a no-op alias of findMinimumBy; decide
whether to remove it or clarify intent: either delete the findClosestBy function
and replace all its call sites/imports to use findMinimumBy (update tests and
exports accordingly), or keep findClosestBy but add a brief doc comment above
the function explaining it's a semantic alias for spatial/distance queries so
callers understand the intent and keep the single-line delegation as-is;
reference the symbols findClosestBy and findMinimumBy when making the change.

@github-project-automation github-project-automation bot moved this from Triage to Development in OpenFront Release Management Feb 20, 2026
coderabbitai[bot]
coderabbitai bot previously approved these changes Feb 20, 2026
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🧹 Nitpick comments (2)
src/core/game/PlayerImpl.ts (1)

1183-1193: warshipSpawn still uses this.mg instead of a local cache.

Not a bug, but nukeSpawn caches this.mg into a local mg for speed, while warshipSpawn does not. If this method is also on a hot path, the same local-cache pattern would be consistent. Low priority since warshipSpawn does fewer lookups.

Optional: cache mg locally for consistency
 warshipSpawn(tile: TileRef): TileRef | false {
-    if (!this.mg.isOcean(tile)) {
+    const mg = this.mg;
+    if (!mg.isOcean(tile)) {
       return false;
     }
 
-    const bestPort = findClosestBy(this.units(UnitType.Port), (port) =>
-      this.mg.manhattanDist(port.tile(), tile),
+    const bestPort = findClosestBy(this.units(UnitType.Port), (port) =>
+      mg.manhattanDist(port.tile(), tile),
     );
 
     return bestPort?.tile() ?? false;
   }
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/core/game/PlayerImpl.ts` around lines 1183 - 1193, warshipSpawn currently
accesses this.mg repeatedly; mirror the nukeSpawn optimization by caching
this.mg into a local const (e.g., const mg = this.mg) at the top of the
warshipSpawn method and then use mg.isOcean and mg.manhattanDist in the
findClosestBy callback (leave findClosestBy, units(UnitType.Port), and
UnitType.Port unchanged) so lookups are consistent and slightly faster on hot
paths.
src/core/Util.ts (1)

102-116: findClosestBy is a pure alias for findMinimumBy — consider if both are needed.

Right now findClosestBy just calls findMinimumBy with identical signature/behavior. The only difference is the parameter name (distance vs score). This is fine for readability at call sites, but be aware the two could drift apart if someone later adds logic to only one of them.

If the intent is purely a naming alias, a brief inline comment like // Semantic alias – keep in sync with findMinimumBy would help future readers.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/core/Util.ts` around lines 102 - 116, findClosestBy currently just
forwards to findMinimumBy and should be documented as an intentional semantic
alias to avoid future drift; update the findClosestBy declaration to include a
short inline comment like "// Semantic alias of findMinimumBy — keep
behavior/signature in sync" (or alternatively remove the alias and replace call
sites with findMinimumBy if duplication isn't desired), referencing the
functions findClosestBy and findMinimumBy so readers know this is deliberate.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Nitpick comments:
In `@src/core/game/PlayerImpl.ts`:
- Around line 1183-1193: warshipSpawn currently accesses this.mg repeatedly;
mirror the nukeSpawn optimization by caching this.mg into a local const (e.g.,
const mg = this.mg) at the top of the warshipSpawn method and then use
mg.isOcean and mg.manhattanDist in the findClosestBy callback (leave
findClosestBy, units(UnitType.Port), and UnitType.Port unchanged) so lookups are
consistent and slightly faster on hot paths.

In `@src/core/Util.ts`:
- Around line 102-116: findClosestBy currently just forwards to findMinimumBy
and should be documented as an intentional semantic alias to avoid future drift;
update the findClosestBy declaration to include a short inline comment like "//
Semantic alias of findMinimumBy — keep behavior/signature in sync" (or
alternatively remove the alias and replace call sites with findMinimumBy if
duplication isn't desired), referencing the functions findClosestBy and
findMinimumBy so readers know this is deliberate.

@VariableVince VariableVince marked this pull request as draft February 22, 2026 01:47
…or map "ocean_and_land" which lead to NaN as outcome of manhattanDist. Until now we used distSortUnit which just returned the first and only port it was given in the test, even though manhattanDist both returned NaN. Now with findClosestBy we need it to have actual existing tiles because we need actual comparable number to come out of manhattanDist.)

Also for TradeShipExecution use some already cached values as input for findClosestBy.
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Actionable comments posted: 1

🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/core/execution/TradeShipExecution.ts`:
- Around line 87-97: The nearest-port lookup in TradeShipExecution (using
findClosestBy over tradeShipOwner.units(UnitType.Port)) does not exclude
inactive/captured ports, so a captured ship can target an inactive port
indefinitely; update the call to findClosestBy to pass a candidate filter that
only returns ports which are active (e.g., port.isActive() or !port.captured)
when iterating units, and if that filtered search returns null behave as before
by calling this.tradeShip.delete(false), setting this.active = false and
returning; ensure you update references around nearestPort, this._dstPort and
this.tradeShip.setTargetUnit to only run when a valid active port is found.

…eletion, still under construction (even if it might be finished when we arrive, we don't know that) or is inactive.
@VariableVince VariableVince marked this pull request as ready for review February 22, 2026 04:09
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Actionable comments posted: 1

🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/core/execution/TradeShipExecution.ts`:
- Around line 87-103: The port mocks used in tests (dstPort, piratePort,
piratePort2, srcPort) are missing stubs for Unit methods isMarkedForDeletion()
and isUnderConstruction(), causing CI failures when TradeShipExecution calls
these; update the test beforeEach where those port mocks are created to add
vi.fn() stubs for both methods on each mock (e.g., isMarkedForDeletion: vi.fn(()
=> false), isUnderConstruction: vi.fn(() => false)) so findClosestBy/filtering
in TradeShipExecution works as expected.

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🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Duplicate comments:
In `@src/core/execution/TradeShipExecution.ts`:
- Around line 87-103: Tests are failing because the port mocks used in
TradeShipExecution.test.ts lack the new filter-method stubs; in the beforeEach
add isMarkedForDeletion() and isUnderConstruction() stubs on each port mock
(dstPort, srcPort, piratePort, piratePort2) returning appropriate values (e.g.,
false) so findClosestBy's filter in TradeShipExecution (which calls
isMarkedForDeletion and isUnderConstruction) can run without error.

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