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6 commits

Author SHA1 Message Date
Vantha
0a3bd16cb5
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.
2026-08-14 12:47:04 +02:00
Vantha
a89ce596a4
Revamp GetTemplateDataHelper
This patch is primarily meant as preparation in order to be able to
reuse this logic for GetEntityState calls in the future.

Key changes:
- Clearer API by providing different functions for different purposes.
- Slight performance optimisation by storing parameters in a context
object and pulling the info from there instead of redeclaring a lambda
each time, which it seems Spidermonkey struggled to optimise well.
- Allow computing only partial template data, specified by passing a
list of desired components. (to be used more in the future)
- Make it so the naming and structure of template data and matches 1:1
with the data in entity states. This makes accessing values from them
more consistent and would also allow e.g. adopting data between the two
in the future.
2026-08-08 17:21:44 +02:00
Ralph Sennhauser
93668e8447
Fix eslint rule 'prefer-const' in gui/reference
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/public/gui/reference

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-10 18:40:28 +02:00
marder
a80ce526b7 [Fix] Patch globalscripts technology template helper after 8d80a2186e and the ProductionQueue split
Patch by @s0600204.

This lets all technologies show up correctly in-game and in the
structure tree again.

accepted by: @marder @Freagarach
Fixes: #6587

Differential Revision: https://code.wildfiregames.com/D4755
This was SVN commit r27042.
2022-08-10 21:49:15 +00:00
s0600204
190d6e7cf5 Adapt the civinfo page to read from templates
Instead of loading information about heroes, special buildings, et al.,
from the
`{civ}.json` files, load the information desired from templates.

Determination of "specialness" works as follows:

 * Heroes are detected via the `Hero` class.
 * Special Structures are detected via the `SpecialBuilding` or `Wonder`
class.
 * Technologies are determined to be "special" when they can be
researched by
   the currently selected civ, but are not open to be researched by
every civ.
 * Team Bonuses are any applicable aura that reside in the appropriate
folder.


Accepted by: Freagarach
Comments by: Stan
Differential Revision: https://code.wildfiregames.com/D759
This was SVN commit r24492.
2021-01-01 01:55:13 +00:00
s0600204
b2842e8021 Rewrite Structure Tree and Template Viewer to use OOP principles
Commenters: elexis, Stan, Angen
Refs.: #5387
Differential Revision: https://code.wildfiregames.com/D2734
This was SVN commit r23808.
2020-07-07 19:11:36 +00:00