0ad/binaries/data/mods/public/simulation/components/tests/test_EntityStates.js

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Optimise GetEntityState GetEntityState is a performance-critical function in the GUI when a large number of units are selected. The goal of this patch is to increase the efficiency of it without modifying the returned states visible to rest of the GUI in any way (it renames a few properties of entities states or moves them around, but the information they contain and the way to access it remain the complete same) As explained the comments, certain parts (the template data) of an entity state are "predictable" and can be reused between entities with the same template. What one has to account for, however, is that values of the template data can be modified. This happens on two different levels: Firstly, player-wide modifications, which apply to all entities owned by that player. This includes stuff like bonuses from researched techs, civs bonuses, team bonuses. And secondly, entity-local modifications, which apply to individual entities. This includes buffs or debuffs from status effects or auras (of other entities). So we can construct a whole entity state by first just computing the dynamic state (stuff like current hitpoints, which differs from entity to entity) and then adding the (potentially already cached) template data to it, which can be reused between entities with the same template and owning player. And then overwrite the values affected by entity-local modifications, which are usually just a few and even they can be cached and reused for entities with the same owning player, template, and entity-local modifications (identified by the "modifications ID"). This saves the effort of retrieving/computing a ton of data each turn and also saves the time it takes the engine to clone the data from the simulation to the GUI (as the return value of the GUI interface call), which previously took just as long as retrieving the entity states themselves. Since only the dynamic state is read from the components, a number of small getter methods have become unused; they are kept (for now at least) since they might be useful again in the future or for mods.
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Engine.LoadHelperScript("EntityStateRetriever.js");
Engine.LoadHelperScript("ObstructionSnap.js");
Engine.LoadHelperScript("Player.js");
Engine.LoadHelperScript("ValueModification.js");
Engine.LoadComponentScript("interfaces/BuildingAI.js");
Engine.LoadComponentScript("interfaces/Capturable.js");
Engine.LoadComponentScript("interfaces/Formation.js");
Engine.LoadComponentScript("interfaces/Foundation.js");
Engine.LoadComponentScript("interfaces/Garrisonable.js");
Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
Engine.LoadComponentScript("interfaces/Gate.js");
Engine.LoadComponentScript("interfaces/Guard.js");
Engine.LoadComponentScript("interfaces/Heal.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Loot.js");
Engine.LoadComponentScript("interfaces/Market.js");
Engine.LoadComponentScript("interfaces/ModifiersManager.js");
Engine.LoadComponentScript("interfaces/Pack.js");
Engine.LoadComponentScript("interfaces/Population.js");
Engine.LoadComponentScript("interfaces/ProductionQueue.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
Engine.LoadComponentScript("interfaces/Repairable.js");
Engine.LoadComponentScript("interfaces/Researcher.js");
Engine.LoadComponentScript("interfaces/Resistance.js");
Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceTrickle.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/Trader.js");
Engine.LoadComponentScript("interfaces/Trainer.js");
Engine.LoadComponentScript("interfaces/TurretHolder.js");
Engine.LoadComponentScript("interfaces/Turretable.js");
Engine.LoadComponentScript("interfaces/StatusEffectsReceiver.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("interfaces/Upgrade.js");
Engine.LoadComponentScript("interfaces/Upkeep.js");
Engine.LoadComponentScript("GuiInterface.js");
Engine.LoadComponentScript("ModifiersManager.js");
Engine.LoadComponentScript("RallyPoint.js");
// This script tests the GetEntityState and GetTemplateData methods of the GuiInterface component and the underlying
// logic of the EntityStateRetriever, ModifiersManager, and globalscripts/Templates.js.
// This data is not actually serialised, but passed to the GUI. However, it is essential that it is complete and
// crucial for performance that each call returns as little data as necessary, that nothing is computed twice.
// See helpers/EntityStateRetriever.js for details.
const cmpGuiInterface = ConstructComponent(SYSTEM_ENTITY, "GuiInterface");
const cmpModifiersManager = ConstructComponent(SYSTEM_ENTITY, "ModifiersManager");
const templateNames = {};
const templates = {};
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
"GetCurrentTemplateName": function(ent) { return templateNames[ent]; },
"GetTemplate": function(name) { return templates[name]; }
});
templates.example_structure_template = {
"@parent": "parent_structure_emplate",
"AlertRaiser": {
"List": { "@datatype": "tokens", "_string": "UnitClass1 UnitClass2" },
"RaiseAlertRange": 120, "EndOfAlertRange": 180, "SearchRange": 100
},
"Attack": {
"Ranged": {
"AttackName": "Bow", "Damage": { "Pierce": "8" },
"MaxRange": "60", "PrepareTime": "400",
"PreferredClasses": { "@datatype": "tokens", "_string": "Human" },
"Projectile": {
"FriendlyFire": "false", "Gravity": "50",
"LaunchPoint": { "@y": "0" },
"Speed": "100", "Spread": "2"
},
"RepeatTime": "4000"
}
},
"Auras": { "@datatype": "tokens", "_string": "aura1" },
"BuildingAI": {
"DefaultArrowCount": "6", "GarrisonArrowClasses": "UnitClass1",
"GarrisonArrowMultiplier": "1"
},
"BuildRestrictions": {
"Territory": "own ally", "PlacementType": "shore",
"Category": "Structure1",
"Distance": { "FromClass": "StructureClass0", "MinDistance": 100 }
},
"Capturable": {
"CapturePoints": "2500", "GarrisonRegenRate": "1.0", "RegenRate": "30"
},
"Cost": {
"BuildTime": "500", "Population": "0",
"Resources": { "food": "0", "metal": "250", "stone": "300", "wood": "300" }
},
"DeathDamage": {
"Shape": "Circular", "Range": 20, "FriendlyFire": "true", "Damage": { "Fire": 500 }
},
"Decay": {
"Active": "false", "DelayTime": "0.0", "SinkAccel": "9.8",
"SinkProb": "1.0", "SinkRate": "3.0", "SinkingAnim": "false"
},
"GarrisonHolder": {
"BuffHeal": "1", "EjectHealth": "0.1",
"EjectClassesOnDestroy": { "@datatype": "tokens", "_string": "Unit" },
"List": { "@datatype": "tokens", "_string": "Support Infantry Cavalry" },
"LoadingRange": "1", "Max": "20"
},
"Health": {
"DamageVariants": {
"heavydamage": "0.35", "lightdamage": "0.85", "mediumdamage": "0.65"
},
"DeathType": "corpse", "IdleRegenRate": "0",
"Max": "3000", "RegenRate": "0",
"SpawnEntityOnDeath": "decay|rubble/rubble_stone_6x6",
"Unhealable": "true"
},
"Identity": {
"Civ": "civ1",
"Classes": { "@datatype": "tokens", "_string": "StructureClass1 StructureClass2 StructureClass3" },
"GenericName": "Example Structure",
"Icon": "example_structure.png",
"SelectionGroupName": "example_structure",
"Tooltip": "This is an example structure.",
"Undeletable": "false",
"VisibleClasses": { "@datatype": "tokens", "_string": "StructureVisibleClass1 StructureVisibleClass2" }
},
"Loot": { "food": "10", "metal": "50", "stone": "60", "wood": "60", "xp": "30" },
"Population": { "Bonus": 5 },
"Position": {
"Altitude": "0", "Anchor": "upright", "FloatDepth": "0",
"Floating": "false", "TurnRate": "6"
},
"ProductionQueue": {},
"Repairable": { "RepairTimeRatio": "2.0" },
"Researcher": {
"Technologies": { "@datatype": "tokens", "_string": "tech1 tech2 tech3" }
},
"Resistance": {
"Entity": {
"ApplyStatus": { "Poisoned": { "BlockChance": "1", "Duration": "0.0" } },
"Damage": { "Crush": "3", "Hack": "29", "Pierce": "35" }
},
"Foundation": {
"ApplyStatus": { "Poisoned": { "BlockChance": "1", "Duration": "0.0" } },
"Damage": { "Crush": "1", "Hack": "1", "Pierce": "10" }
}
},
"ResourceDropsite": { "Sharable": "true", "Types": "food stone metal" },
"ResourceTrickle": { "Rates": { "food": 1.3 }, "Interval": 1500 },
"TerritoryDecay": { "DecayRate": "20", "Territory": "neutral enemy" },
"TerritoryInfluence": { "Radius": "140", "Root": "true", "Weight": "10000" },
"Trainer": {
"BatchTimeModifier": "0.8",
"Entities": { "@datatype": "tokens", "_string": "template1 template2 template3" }
},
"Visibility": {
"AlwaysVisible": "false", "Corpse": "false",
"Preview": "false", "RetainInFog": "true"
},
"Vision": { "Range": "90" },
"VisionSharing": { "Bribable": "false" }
};
templates.example_unit_template = {
"@parent": "parent_unit_template",
"Attack": {
"Capture": {
"AttackName": "Capture", "Capture": "2.5",
"MaxRange": "4", "RepeatTime": "1000",
"RestrictedClasses": { "@datatype": "tokens", "_string": "RestrictedClass1" }
},
"Melee": {
"AttackName": "Spear", "MaxRange": "4",
"Bonuses": { "BonusCavMelee": { "Classes": "Cavalry", "Multiplier": "2.5" } },
"Damage": { "Hack": "4.5", "Pierce": "4" },
"PreferredClasses": { "@datatype": "tokens", "_string": "PreferredClass1" },
"PrepareTime": "500", "RepeatTime": "1000"
},
"Slaughter": {
"AttackName": "Slaughter", "Damage": { "Hack": "1000" },
"MaxRange": "2", "PrepareTime": "900", "RepeatTime": "1000",
}
},
"Builder": {
"Entities": {
"@datatype": "tokens",
"_string": "buildable1 buildable2 buildable3 buildable4"
},
"Rate": "1.0"
},
"Cost": {
"BuildTime": "10", "Population": "1",
"Resources": { "food": "50", "metal": "0", "stone": "0", "wood": "50" }
},
"Garrisonable": { "Size": "1" },
"Heal": {
"Range": 20, "Health": 10, "Interval": 2500,
"UnhealableClasses": { "@datatype": "tokens", "_string": "" },
"HealableClasses": { "@datatype": "tokens", "_string": "HealableClass1" },
"LineTexture": "heal_line_texture.png",
"LineTextureMask": "heal_line_mask.png",
"LineThickness": 0.36
},
"Health": {
"DeathType": "corpse", "IdleRegenRate": "0",
"Max": "100", "RegenRate": "0", "Unhealable": "false"
},
"Identity": {
"Civ": "civ2", "Lang": "greek", "Rank": "Basic",
"Classes": { "@datatype": "tokens", "_string": "UnitClass1 UnitClass2 UnitClass3" },
"GenericName": "Example Unit",
"Icon": "example_unit.png",
"Phenotype": { "@datatype": "tokens", "_string": "male" },
"SelectionGroupName": "example_unit",
"Tooltip": "This is an example unit.",
"Undeletable": "false",
"VisibleClasses": {
"@datatype": "tokens",
"_string": "VisibleUnitClass1 VisibleUnitClass2"
}
},
"Loot": { "food": "5", "metal": "4", "stone": "3", "wood": "5", "xp": "100" },
"Position": {
"Altitude": "0", "Anchor": "upright",
"FloatDepth": "0.0", "Floating": "false",
"TurnRate": "14"
},
"Promotion": { "Entity": "promoted_unit_template", "RequiredXp": "100" },
"Resistance": {
"Entity": { "Damage": { "Crush": "15", "Hack": "3", "Pierce": "3" } }
},
"ResourceGatherer": {
"BaseSpeed": "1.0",
"Capacities": { "food": "10", "metal": "11", "stone": "12", "wood": "13" },
"MaxDistance": "2.0",
"Rates": {
"food.fruit": "0.5", "food.grain": "0.6", "food.meat": "0.7",
"metal.ore": "0.8", "metal.ruins": "0.9", "stone.rock": "1.0",
"stone.ruins": "1.1", "wood.ruins": "1.2", "wood.tree": "1.3"
}
},
"TreasureCollector": { "MaxDistance": "2" },
"UnitAI": {
"CanGuard": "true", "CanPatrol": "true",
"CheeringTime": "2800",
"DefaultStance": "aggressive",
"FleeDistance": "12.0",
"FormationController": "false",
"Formations": { "@datatype": "tokens", "_string": "formation1 formation2 formation3" },
"PatrolWaitTime": "1"
},
"UnitMotion": {
"Acceleration": "35", "FormationController": "false",
"InstantTurnAngle": "1.5",
"PassabilityClass": "default",
"RunMultiplier": "2",
"WalkSpeed": "9.5",
"Weight": "10"
},
"Visibility": {
"AlwaysVisible": "false", "Corpse": "false",
"Preview": "false", "RetainInFog": "false"
},
"Vision": { "Range": "80" },
"VisionSharing": { "Bribable": "false" }
};
const expectedTemplateData = {
"example_structure_template": {
"alertRaiser": { "classes": "UnitClass1 UnitClass2" },
"attack": {
"Ranged": {
"Damage": { "Pierce": 8 }, "attackName": { "name": "Bow" },
"minRange": 0, "maxRange": 60, "yOrigin": 0, "elevationAdaptedRange": 60,
"repeatTime": 4000, "projectileCount": 1, "friendlyFire": false
}
},
"auras": {
"aura1": {
"name": { "generic": "Aura 1" }, "description": "Aura Description",
"modifications": { "value": "Resistance/Damage/Crush", "add": 1 }, "radius": 30 }
},
"buildingAI": {
"defaultArrowCount": 6, "maxArrowCount": 0,
"garrisonArrowMultiplier": 1, "garrisonArrowClasses": ["UnitClass1"]
},
"buildRestrictions": {
"placementType": "shore", "territory": "own ally", "category": "Structure1",
"distance": { "fromClass": "StructureClass0", "min": 100 }
},
"maxCapturePoints": 2500,
"cost": { "food": 0, "metal": 250, "stone": 300, "wood": 300, "population": 0, "time": 500 },
"deathDamage": { "Damage": { "Fire": 500 }, "friendlyFire": true },
"garrisonHolder": { "allowedClasses": "Support Infantry Cavalry", "buffHeal": 1, "capacity": 20 },
"maxHitpoints": 3000,
"selectionGroupName": "example_structure",
"name": { "specific": "Example Structure", "generic": "Example Structure" },
"icon": "example_structure.png",
"tooltip": "This is an example structure.",
"identityClasses": ["StructureClass1", "StructureClass2", "StructureClass3",
"StructureVisibleClass1", "StructureVisibleClass2"],
"visibleIdentityClasses": ["StructureVisibleClass1", "StructureVisibleClass2"],
"nativeCiv": "civ1",
"requirements": undefined,
"rank": undefined,
"undeletable": "false",
"enablesBartering": false,
"loot": { "food": 10, "metal": 50, "stone": 60, "wood": 60, "xp": 30 },
"population": { "bonus": 5 },
"researcher": {
"techCostMultiplier": { "food": 1, "metal": 1, "stone": 1, "wood": 1, "time": 1 }
},
"resistance": {
"Damage": { "Crush": 3, "Hack": 29, "Pierce": 35 },
"ApplyStatus": { "Poisoned": { "blockChance": 1, "duration": 0 } }
},
"resourceDropsite": { "types": ["food", "stone", "metal"] },
"resourceTrickle": { "interval": 1500, "rates": { "food": 1.3 } }
},
"example_unit_template": {
"attack": {
"Capture": {
"Capture": 2.5, "attackName": { "name": "Capture" },
"minRange": 0, "maxRange": 4, "yOrigin": 0,
"elevationAdaptedRange": 4, "repeatTime": 1000
},
"Melee": {
"Damage": { "Hack": 4.5, "Pierce": 4 }, "attackName": { "name": "Spear" },
"minRange": 0, "maxRange": 4, "yOrigin": 0,
"elevationAdaptedRange": 4, "repeatTime": 1000
},
"Slaughter": {
"Damage": { "Hack": 1000 }, "attackName": { "name": "Slaughter" },
"minRange": 0, "maxRange": 2, "yOrigin": 0,
"elevationAdaptedRange": 2, "repeatTime": 1000
}
},
"builder": true,
"cost": { "food": 50, "metal": 0, "stone": 0, "wood": 50, "population": 1, "time": 10 },
"garrisonable": { "size": 1 },
"heal": {
"health": 10, "range": 20, "interval": 2500, "unhealableClasses": "", "healableClasses": "HealableClass1"
},
"maxHitpoints": 100,
"selectionGroupName": "example_unit",
"name": { "specific": "Example Unit", "generic": "Example Unit" },
"icon": "example_unit.png",
"tooltip": "This is an example unit.",
"identityClasses": [
"UnitClass1", "UnitClass2", "UnitClass3",
"VisibleUnitClass1", "VisibleUnitClass2", "Basic"
],
"visibleIdentityClasses": ["VisibleUnitClass1", "VisibleUnitClass2"],
"nativeCiv": "civ2",
"requirements": undefined,
"rank": "Basic",
"undeletable": "false",
"enablesBartering": false,
"loot": { "food": 5, "metal": 4, "stone": 3, "wood": 5, "xp": 100 },
"promotion": { "req": 100 },
"resistance": { "Damage": { "Crush": 15, "Hack": 3, "Pierce": 3 } },
"resourceGatherRates": {
"food.fruit": 0.5, "food.grain": 0.6, "food.meat": 0.7,
"metal.ore": 0.8, "metal.ruins": 0.9,
"stone.rock": 1, "stone.ruins": 1.1,
"wood.ruins": 1.2, "wood.tree": 1.3
},
"treasureCollector": true,
"unitAI": { "formations": ["formation1", "formation2", "formation3"] },
"unitMotion": { "walk": 9.5, "run": 19, "acceleration": 35 }
}
};
global.AuraTemplates = { "GetAll": () => ({
"aura1": {
"auraName": "Aura 1",
"auraDescription": "Aura Description",
"modifications": { "value": "Resistance/Damage/Crush", "add": 1 },
"radius": 30
}
}) };
Resources = {
"GetCodes": () => ["food", "metal", "stone", "wood"],
"GetNames": () => ({
"food": "Food",
"metal": "Metal",
"stone": "Stone",
"wood": "Wood"
}),
"GetResource": resource => ({
"aiAnalysisInfluenceGroup":
resource == "food" ? "ignore" :
resource == "wood" ? "abundant" : "sparse"
})
};
const PLAYER_1_ENT_ID = 101;
const PLAYER_2_ENT_ID = 102;
cmpModifiersManager.OnGlobalPlayerEntityChanged({ "player": 1, "from": INVALID_PLAYER, "to": PLAYER_1_ENT_ID });
cmpModifiersManager.OnGlobalPlayerEntityChanged({ "player": 2, "from": INVALID_PLAYER, "to": PLAYER_2_ENT_ID });
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": (id) => 100 + id
});
AddMock(PLAYER_1_ENT_ID, IID_Identity, {
"GetCiv": () => "civ1"
});
AddMock(PLAYER_1_ENT_ID, IID_Player, {
"GetPlayerID": () => 1
});
AddMock(PLAYER_2_ENT_ID, IID_Identity, {
"GetCiv": () => "civ1"
});
AddMock(PLAYER_2_ENT_ID, IID_Player, {
"GetPlayerID": () => 2
});
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetTemplateData(1, { "templateName": "example_structure_template" }), expectedTemplateData.example_structure_template);
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetTemplateData(1, { "templateName": "example_unit_template" }), expectedTemplateData.example_unit_template);
const TEST_ENTITY_STRUCTURE = 11;
const TEST_ENTITY_UNIT_1 = 21;
const TEST_ENTITY_UNIT_2 = 22;
templateNames[TEST_ENTITY_STRUCTURE] = "example_structure_template";
templateNames[TEST_ENTITY_UNIT_1] = "example_unit_template";
templateNames[TEST_ENTITY_UNIT_2] = "example_unit_template";
const AddMockToEnts = (ents, iid, mock) =>
{
for (const ent of ents)
AddMock(ent, iid, mock);
};
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"GetLosVisibility": () => "visible",
"GetElevationAdaptedRange": () => 80,
"GetEntitiesByPlayer": (player) => player == 1 ? [TEST_ENTITY_STRUCTURE, TEST_ENTITY_UNIT_1, TEST_ENTITY_UNIT_2] : []
});
AddMockToEnts([TEST_ENTITY_STRUCTURE, TEST_ENTITY_UNIT_1, TEST_ENTITY_UNIT_2], IID_Ownership, {
"GetOwner": () => 1
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Position, {
"GetTurretParent": () => INVALID_ENTITY,
"GetPosition": () => new Vector3D(1, 2, 3),
"GetRotation": () => new Vector3D(0, 1, 0),
"IsInWorld": () => true
});
AddMock(TEST_ENTITY_UNIT_1, IID_Position, {
"GetTurretParent": () => INVALID_ENTITY,
"GetPosition": () => new Vector3D(10, 12, 19),
"GetRotation": () => new Vector3D(0, 1, 0),
"IsInWorld": () => true
});
AddMock(TEST_ENTITY_UNIT_2, IID_Position, {
"GetTurretParent": () => INVALID_ENTITY,
"GetPosition": () => new Vector3D(20, 22, 24),
"GetRotation": () => new Vector3D(0, 1, 1),
"IsInWorld": () => true
});
const structureAttack = expectedTemplateData.example_structure_template.attack;
AddMock(TEST_ENTITY_STRUCTURE, IID_Attack, {
"GetAttackTypes": () => Object.keys(structureAttack),
"GetRange": (type) => ({ "min": structureAttack[type].minRange, "max": structureAttack[type].maxRange }),
"GetAttackYOrigin": (type) => structureAttack[type].yOrigin
});
AddMockToEnts([TEST_ENTITY_UNIT_1, TEST_ENTITY_UNIT_2], IID_Attack, {
"GetAttackTypes": () => Object.keys(expectedTemplateData.example_unit_template.attack)
});
AddMock(TEST_ENTITY_STRUCTURE, IID_BuildingAI, {
"GetArrowCount": () => 10
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Capturable, {
"GetCapturePoints": () => 1567
});
AddMockToEnts([TEST_ENTITY_UNIT_1, TEST_ENTITY_UNIT_2], IID_Garrisonable, {
"HolderID": () => INVALID_ENTITY
});
AddMock(TEST_ENTITY_STRUCTURE, IID_GarrisonHolder, {
"GetEntities": () => [51, 52, 53],
"OccupiedSlots": () => 3
});
AddMock(TEST_ENTITY_UNIT_1, IID_Guard, {
"GetEntities": () => [TEST_ENTITY_STRUCTURE]
});
AddMock(TEST_ENTITY_UNIT_2, IID_Guard, {
"GetEntities": () => []
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Health, {
"GetHitpoints": () => 2139,
"IsRepairable": () => true,
"IsInjured": () => true,
"IsUnhealable": () => true
});
AddMock(TEST_ENTITY_UNIT_1, IID_Health, {
"GetHitpoints": () => 39,
"IsRepairable": () => false,
"IsInjured": () => true,
"IsUnhealable": () => false
});
AddMock(TEST_ENTITY_UNIT_2, IID_Health, {
"GetHitpoints": () => 100,
"IsRepairable": () => false,
"IsInjured": () => false,
"IsUnhealable": () => false
});
AddMockToEnts([TEST_ENTITY_UNIT_1, TEST_ENTITY_UNIT_2], IID_Identity, {
"GetClassesList": () => expectedTemplateData.example_unit_template.identityClasses,
"IsControllable": () => true
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Identity, {
"GetClassesList": () => expectedTemplateData.example_structure_template.identityClasses,
"IsControllable": () => true
});
AddMock(TEST_ENTITY_STRUCTURE, IID_ProductionQueue, {
"GetQueue": () => [{
"unitTemplate": "trainable1", "count": 2, "neededSlots": 0, "progress": 0.375,
"timeRemaining": 5000, "paused": undefined, "metadata": undefined, "id": 12
}],
"IsAutoQueueing": () => true
});
AddMock(TEST_ENTITY_UNIT_1, IID_Promotion, {
"GetCurrentXp": () => 89
});
AddMock(TEST_ENTITY_UNIT_2, IID_Promotion, {
"GetCurrentXp": () => 56
});
AddMock(TEST_ENTITY_STRUCTURE, IID_RallyPoint, {
"GetPositions": () => [{ "x": 10, "y": 50 }, { "x": 20, "y": 40 }]
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Repairable, {
"GetNumBuilders": () => 2,
"GetBuildTime": () => 234
});
AddMock(TEST_ENTITY_UNIT_1, IID_ResourceGatherer, {
"GetCarryingStatus": () => [ { "type": "wood", "amount": 7, "max": 13 } ]
});
AddMock(TEST_ENTITY_UNIT_2, IID_ResourceGatherer, {
"GetCarryingStatus": () => [ { "type": "wood", "amount": 2, "max": 13 } ]
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Researcher, {
"GetTechnologiesList": () => ["tech1", { "pair": ["tech2_1", "tech2_2"] }]
});
AddMock(TEST_ENTITY_STRUCTURE, IID_Trainer, {
"GetEntitiesList": () => ["trainable1", "trainable2", "trainable3"]
});
const FORMATION_CONTROLLER_ENT_ID = 43;
AddMockToEnts([TEST_ENTITY_UNIT_1, TEST_ENTITY_UNIT_2], IID_UnitAI, {
"GetCurrentState": () => "INDIVIDUAL.IDLE",
"GetOrders": () => [{ "type": "Walk", "data": { "x": 11, "z": 22, "force": true, "relaxed": true } }],
"HasWorkOrders": () => true,
"IsGuardOf": () => false,
"IsIdle": () => true,
"GetFormationController": () => FORMATION_CONTROLLER_ENT_ID
});
const expectedDynamicStates = {
[TEST_ENTITY_STRUCTURE]: {
"id": TEST_ENTITY_STRUCTURE,
"player": 1,
"templateName": "example_structure_template",
"attack": { "Ranged": { "elevationAdaptedRange": 80 } },
"buildingAI": { "arrowCount": 10 },
"capturePoints": 1567,
"controllable": true,
"garrisonHolder": { "entities": [51, 52, 53], "occupiedSlots": 3 },
"hitpoints": 2139,
"needsRepair": true,
"needsHeal": false,
"position": { "x": 1, "y": 2, "z": 3 },
"production": {
"queue": [{
"unitTemplate": "trainable1", "count": 2, "neededSlots": 0, "progress": 0.375,
"timeRemaining": 5000, "paused": undefined, "metadata": undefined, "id": 12
}],
"autoqueue": true
},
"rallyPoint": { "position": { "x": 10, "y": 50 } },
"repairable": { "numBuilders": 2, "buildTime": 234 },
"researcher": { "technologies": ["tech1", { "pair": ["tech2_1", "tech2_2"] }] },
"trainer": { "entities": ["trainable1", "trainable2", "trainable3"] },
"visibility": "visible"
},
[TEST_ENTITY_UNIT_1]: {
"id": TEST_ENTITY_UNIT_1,
"player": 1,
"templateName": "example_unit_template",
"controllable": true,
"garrisonable": { "holder": INVALID_ENTITY },
"guard": { "entities": [TEST_ENTITY_STRUCTURE] },
"hitpoints": 39,
"needsRepair": false,
"needsHeal": true,
"position": { "x": 10, "y": 12, "z": 19 },
"promotion": { "curr": 89 },
"resourceCarrying": [{ "type": "wood", "amount": 7, "max": 13 }],
"unitAI": {
"state": "INDIVIDUAL.IDLE",
"orders": [{ "type": "Walk", "data": { "x": 11, "z": 22, "force": true, "relaxed": true } }],
"hasWorkOrders": true,
"isGuarding": false,
"isIdle": true,
"formationController": FORMATION_CONTROLLER_ENT_ID
Optimise GetEntityState GetEntityState is a performance-critical function in the GUI when a large number of units are selected. The goal of this patch is to increase the efficiency of it without modifying the returned states visible to rest of the GUI in any way (it renames a few properties of entities states or moves them around, but the information they contain and the way to access it remain the complete same) As explained the comments, certain parts (the template data) of an entity state are "predictable" and can be reused between entities with the same template. What one has to account for, however, is that values of the template data can be modified. This happens on two different levels: Firstly, player-wide modifications, which apply to all entities owned by that player. This includes stuff like bonuses from researched techs, civs bonuses, team bonuses. And secondly, entity-local modifications, which apply to individual entities. This includes buffs or debuffs from status effects or auras (of other entities). So we can construct a whole entity state by first just computing the dynamic state (stuff like current hitpoints, which differs from entity to entity) and then adding the (potentially already cached) template data to it, which can be reused between entities with the same template and owning player. And then overwrite the values affected by entity-local modifications, which are usually just a few and even they can be cached and reused for entities with the same owning player, template, and entity-local modifications (identified by the "modifications ID"). This saves the effort of retrieving/computing a ton of data each turn and also saves the time it takes the engine to clone the data from the simulation to the GUI (as the return value of the GUI interface call), which previously took just as long as retrieving the entity states themselves. Since only the dynamic state is read from the components, a number of small getter methods have become unused; they are kept (for now at least) since they might be useful again in the future or for mods.
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},
"visibility": "visible"
},
[TEST_ENTITY_UNIT_2]: {
"id": TEST_ENTITY_UNIT_2,
"player": 1,
"templateName": "example_unit_template",
"controllable": true,
"garrisonable": { "holder": INVALID_ENTITY },
"guard": { "entities": [] },
"hitpoints": 100,
"needsRepair": false,
"needsHeal": true,
"position": { "x": 20, "y": 22, "z": 24 },
"promotion": { "curr": 56 },
"resourceCarrying": [{ "type": "wood", "amount": 2, "max": 13 }],
"unitAI": {
"state": "INDIVIDUAL.IDLE",
"orders": [{ "type": "Walk", "data": { "x": 11, "z": 22, "force": true, "relaxed": true } }],
"hasWorkOrders": true,
"isGuarding": false,
"isIdle": true,
"formationController": FORMATION_CONTROLLER_ENT_ID
Optimise GetEntityState GetEntityState is a performance-critical function in the GUI when a large number of units are selected. The goal of this patch is to increase the efficiency of it without modifying the returned states visible to rest of the GUI in any way (it renames a few properties of entities states or moves them around, but the information they contain and the way to access it remain the complete same) As explained the comments, certain parts (the template data) of an entity state are "predictable" and can be reused between entities with the same template. What one has to account for, however, is that values of the template data can be modified. This happens on two different levels: Firstly, player-wide modifications, which apply to all entities owned by that player. This includes stuff like bonuses from researched techs, civs bonuses, team bonuses. And secondly, entity-local modifications, which apply to individual entities. This includes buffs or debuffs from status effects or auras (of other entities). So we can construct a whole entity state by first just computing the dynamic state (stuff like current hitpoints, which differs from entity to entity) and then adding the (potentially already cached) template data to it, which can be reused between entities with the same template and owning player. And then overwrite the values affected by entity-local modifications, which are usually just a few and even they can be cached and reused for entities with the same owning player, template, and entity-local modifications (identified by the "modifications ID"). This saves the effort of retrieving/computing a ton of data each turn and also saves the time it takes the engine to clone the data from the simulation to the GUI (as the return value of the GUI interface call), which previously took just as long as retrieving the entity states themselves. Since only the dynamic state is read from the components, a number of small getter methods have become unused; they are kept (for now at least) since they might be useful again in the future or for mods.
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},
"visibility": "visible"
}
};
// The template data of both templates has been retrieved already, so it shouldn't be computed again now.
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_STRUCTURE), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_STRUCTURE]
});
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_1), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_1]
});
Engine.PostMessage = (ent, mtid, msg) =>
{
if (mtid == MT_TemplateModification && ent == SYSTEM_ENTITY)
cmpGuiInterface.OnTemplateModification(msg);
};
// This makes the previously returned templateData out-of-date, so it should now be recomputed (once) the next time
// queried for it.
cmpModifiersManager.AddModifier(
"Attack/Ranged/Damage/Pierce", "DamageBuff", [{ "affects": ["StructureClass2"], "add": 1 }], PLAYER_1_ENT_ID
);
expectedTemplateData.example_structure_template.attack.Ranged.Damage.Pierce += 1;
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_STRUCTURE), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_STRUCTURE],
"templateData": expectedTemplateData.example_structure_template
});
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_1), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_1],
"templateData": expectedTemplateData.example_unit_template
});
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_2), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_2]
});
// On the other hand, changes of other playes' modifiers should be ignored.
cmpGuiInterface.OnTemplateModification({ "player": 2 });
TS_ASSERT(!cmpGuiInterface.GetEntityState(1, TEST_ENTITY_STRUCTURE).templateData);
const increasedMaxHPModifiers = [{ "affects": ["UnitClass1", "StructureClass1"], "add": 50 }];
cmpModifiersManager.AddModifier("Health/Max", "IncreasedMaxHP", increasedMaxHPModifiers, TEST_ENTITY_UNIT_1);
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_1), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_1],
"modificationsID": "Health/Max:IncreasedMaxHP(1) ",
// New modificationsID, so modifiedTemplateData should be computed. Only for the affected components, though.
"modifiedTemplateData": { "maxHitpoints": 150 }
});
cmpModifiersManager.AddModifier("Health/Max", "IncreasedMaxHP", increasedMaxHPModifiers, TEST_ENTITY_UNIT_2);
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_2), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_2],
"modificationsID": "Health/Max:IncreasedMaxHP(1) "
// modifiedTemplateData for owner 1, example_unit_template and the above modificationsID has been returned in the
// previous call already, so it shouldn't be computed again now.
});
cmpModifiersManager.AddModifier("Promotion/RequiredXp", "FasterPromotion", [{ "affects": ["UnitClass2"], "add": -10 }], TEST_ENTITY_UNIT_2, true);
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_2), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_2],
"modificationsID": "Health/Max:IncreasedMaxHP(1) Promotion/RequiredXp:FasterPromotion(1) ",
// New modificationsID, so modifiedTemplateData should be computed again.
"modifiedTemplateData": { "maxHitpoints": 150, "promotion": { "req": 90 } }
});
cmpModifiersManager.AddModifier("Health/Max", "IncreasedMaxHP", increasedMaxHPModifiers, TEST_ENTITY_STRUCTURE);
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_STRUCTURE), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_STRUCTURE],
"modificationsID": "Health/Max:IncreasedMaxHP(1) ",
// modifiedTemplateData for owner 1 and the above modificationsID has been returned in a previous call but only for
// different template (example_unit_template and not example_structure_template), so it should be computed again now.
"modifiedTemplateData": { "maxHitpoints": 3050 }
});
// This makes any previously returned templateData and modifiedTemplateData out-of-date, so they should now be recomputed
// (once) the next time queried for them.
cmpModifiersManager.AddModifier("Health/Max", "DecreasedMaxHP", [{ "affects": ["UnitClass1"], "add": -1 }], PLAYER_1_ENT_ID);
expectedTemplateData.example_unit_template.maxHitpoints -= 1;
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_1), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_1],
"templateData": expectedTemplateData.example_unit_template,
"modificationsID": "Health/Max:IncreasedMaxHP(1) ",
"modifiedTemplateData": { "maxHitpoints": 149 }
});
cmpModifiersManager.RemoveModifier("Promotion/RequiredXp", "FasterPromotion", TEST_ENTITY_UNIT_2);
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_2), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_2],
"modificationsID": "Health/Max:IncreasedMaxHP(1) ",
// modifiedTemplateData for owner 1, example_unit_template and the above modificationsID has been returned in the
// previous call already, so it shouldn't be computed again now.
});
AddMock(TEST_ENTITY_UNIT_2, IID_Ownership, {
"GetOwner": () => 2
});
expectedDynamicStates[TEST_ENTITY_UNIT_2].player = 2;
TS_ASSERT_UNEVAL_EQUALS(cmpGuiInterface.GetEntityState(1, TEST_ENTITY_UNIT_2), {
"dynamicState": expectedDynamicStates[TEST_ENTITY_UNIT_2],
"templateData": { ...expectedTemplateData.example_unit_template, "maxHitpoints": 100 },
"modificationsID": "Health/Max:IncreasedMaxHP(1) ",
// modifiedTemplateData for example_unit_template and the above modificationsID has been returned in the previous
// call, but for a different owner (player 1, not player 2), so it should be computed again now.
"modifiedTemplateData": { "maxHitpoints": 150 }
});