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23 Commits
Author SHA1 Message Date
admin c1d134a073 use raw pointers instead of shared pointers 2025-07-29 07:16:31 -07:00
adminandGitHub 363d28984a remove unused code (#4296) 2025-07-28 17:16:35 -07:00
adminandGitHub 4c23716a1e Cache optimizations (#4293)
* eliminate the slow TLS access

* pre-fetch the starting cache values

* hash reserving
2025-07-27 21:15:04 -07:00
adminandGitHub 4a5748552f Tri-level cache (#4292)
* use the same cache key strategy for thread-local vs shared maps

* cleanup

* have a thread-safe universal cache

* use caching in the performance runner

* turn off the cache logging for now

* clear the thread-local cache when consolidating

* hashing optimizations
2025-07-27 08:48:22 -07:00
adminandGitHub 1972e71ff4 some caching in AIScoreCalculator (#4290)
* some caching in AIScoreCalculator

* over-reserve a little
2025-07-23 09:25:14 -07:00
eb58ddba04 Another occupants attempt (#4287)
* put Occupants vector into the gamestate

* Complete embedded occupants vector implementation

- Added GetOccupant() and UpdateOccupant() methods to GameStateW
- Updated AICommandFilter with TODO for future O(1) lookup conversion
- Ready for performance testing

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

* why is this still slower

* report

* AICommandFilter.cpp

* fix broken tests

* fix tests

* try as a bitfield

* bitfield optimized MoveCommand

* working with move command

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-07-22 22:05:07 -07:00
adminandGitHub 6b15b63031 make the player id an int8 (#4289) 2025-07-22 11:09:32 -07:00
adminandGitHub 36a2d1b804 GetCurrentGameState() returns a const reference instead of a const pointer (#4288)
* replaced some

* replace them all

* rename back
2025-07-22 07:01:35 -07:00
adminandGitHub fea5888f11 no professions for starting random heroes (#4286) 2025-07-20 21:17:36 -07:00
adminandGitHub 45a9081b46 more flat_hash_map (#4285) 2025-07-20 18:01:40 -07:00
adminandGitHub ff4576eb85 reserve space for extra units (#4284)
* reserve space

* grab a reserved slot

* add to the guessed state as well

* fix the tests

* optimize MutatingAddUnits

* early exit
2025-07-20 17:25:32 -07:00
adminandGitHub 9ae3aad7a4 speed up vector pushes in MoveCommand (#4283) 2025-07-18 16:11:45 -07:00
adminandGitHub 8e9cebaffa clear ice before generating distances (#4281)
* clear ice before generating distances

* fix these types

* avoid copy when possible

* more optimizations

* remove ice from the hash

* use fixed64

* minor comment

* cleanup

* tiny bit more

* cleanup

* don't check for ice if we don't have to
2025-07-18 09:34:15 -07:00
89f638a599 change ByteHasher to use uint64_t values (#4282)
* use uint64_t values

* Update src/main/cpp/net/eagle0/common/ByteHasher.hpp

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-07-18 07:17:01 -07:00
adminandGitHub 9735374c70 Better handling of LLM failures (#4280)
* re-increment counter

* proper retry handling
2025-07-17 20:50:20 -07:00
adminandGitHub dd2a397c55 perf-test (#4279) 2025-07-17 19:24:39 -07:00
adminandGitHub 4415ce175e update claude.md (#4278) 2025-07-17 17:40:47 -07:00
adminandGitHub 05dd0f5c39 Better metrics (#4276)
* pass through whether we completed all meaningful commands

* add an asterisk

* correct depth eval
2025-07-16 17:07:15 -07:00
54494c973b Performance test (#4275)
* missing dep

* cleanup

* Add AI Performance Runner implementation plan

Create comprehensive plan for automated AI performance testing tool that
replicates the manual "Perf" button testing from Unity client. The tool
will provide reproducible performance measurements without requiring
client interaction.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

* slow progress

* getting there

* it runs

* it runs

* fully runs

* fully runs

* omg is it working

* removed a lot of loggin

* summary data

* Update AI performance runner to use CommandChoiceResults metrics

- Replace timing-based metrics with search depth and evaluation counts
- Use CommandChoiceResults returned by ShardokAIClient methods
- Display key performance metrics: depth achieved, commands evaluated vs available
- Calculate average search depth and evaluation rate across turns
- Show turn-by-turn breakdown with command types chosen
- Remove obsolete timing measurements in favor of AI budget-based metrics

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Add evaluation rate by depth analysis

- Replace meaningless average evaluation rate with depth-specific rates
- Show evaluation percentage at each depth level achieved
- Account for turns that reached higher depths (100% assumed for lower depths)
- Display how many turns reached each depth level
- Provides meaningful insight into time budget utilization at each search level

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Force optimization for AI performance runner binary

- Add -O3 and -DNDEBUG flags to copts for ai_performance_runner binary
- Ensures the performance testing tool always runs optimized regardless of build mode
- Critical for accurate AI performance measurements

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

* bad eval

* run gazelle

* Revert copts optimization and add ai_perf_test.sh script

- Revert BUILD.bazel copts changes (insufficient for global optimization)
- Add scripts/ai_perf_test.sh that runs with "bazel run -c opt"
- Script defaults to 10 turns and accepts additional arguments
- Global -c opt dramatically improves AI performance (depth 3 vs depth 2)
- Ensures all AI dependencies are optimized for accurate performance testing

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

* review comments

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-07-16 16:20:49 -07:00
a9d41b59fd Return perf data from ShardokAIClient (#4274)
* capture the metrics in ShardokAIClient

* clean up logging

* Address PR review comments

- Replace macro with constexpr bool for performance logging
- Add documentation comments for CommandChoiceResults struct
- Use if constexpr instead of preprocessor directives

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-07-16 14:29:15 -07:00
adminandGitHub bf1b87612c Make GameStateW a class (#4273)
* replace the typedef/using declarations with a real GameStateW class

* missing dep

* addres comments

* cleanup

* fix test
2025-07-15 10:53:35 -07:00
adminandGitHub 713715620c Don't make mutations to the running GameStateW in MoveCommand (#4272)
* move command test is failing

* fix the test
2025-07-15 07:19:28 -07:00
adminandGitHub c64c3edbe6 remove one mutation (#4270) 2025-07-15 06:42:16 -07:00
103 changed files with 2546 additions and 832 deletions
+48
View File
@@ -72,6 +72,18 @@ bazel run gazelle # Update Go build files
./scripts/updateActionResultTypes.sh # Update protocol buffer mappings
```
### Code Formatting
```bash
# ALWAYS run clang-format after making any C++ or C# code changes
clang-format -i <modified_files>
# Format all C++ files in a directory:
find . -name "*.cpp" -o -name "*.hpp" | xargs clang-format -i
# Format all C# files in a directory:
find . -name "*.cs" | xargs clang-format -i
```
## Language-Specific Patterns
**Scala (Strategic Layer):**
@@ -110,6 +122,42 @@ bazel run gazelle # Update Go build files
- Map validation tests ensure game content integrity
- Use `GameSettings_test_utils.cpp` and `ShardokEngineBasedTestData.cpp` for C++ test helpers
## Performance Testing
When making performance-related changes to the AI or engine:
```bash
# 1. Commit your changes to a feature branch
git checkout -b performance-improvement-feature
git add . && git commit -m "Implement performance improvement"
# 2. Run performance tests multiple times on your branch to reduce noise
for i in 1 2 3; do
echo "=== Run $i ==="
./scripts/ai_perf_test.sh 2>&1 | grep -A 20 "AI Search Performance Summary"
done
# Save or note the results
# 3. Switch to main branch and run the same tests
git checkout main
for i in 1 2 3; do
echo "=== Run $i ==="
./scripts/ai_perf_test.sh 2>&1 | grep -A 20 "AI Search Performance Summary"
done
# 4. Compare the results between your branch and main
# Key metrics to compare:
# - Commands evaluated at each depth (e.g., "Depth 3: 169/523 commands")
# - Average search depth achieved
# - Completion rates at each depth
```
**Important notes:**
- Run tests multiple times (3-5) to account for performance variance
- Focus on commands evaluated at each depth rather than total commands
- Commands at different depths aren't directly comparable (depth 3 is more valuable than depth 2)
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or behavior changes.
## Game Content
**Maps:** `.e0mj` files in `/src/main/resources/net/eagle0/shardok/maps/`
+206
View File
@@ -0,0 +1,206 @@
# Occupants Vector Optimization - Conversion Report
## Overview
This document details the implementation of an embedded occupants vector in the GameState flatbuffer to replace O(n)
unit iteration with O(1) position lookups. It also catalogs all Occupant() and KnownEnemyOccupant() calls that could not
be converted to use the new optimized methods.
## Completed Conversions
### Successfully Converted Occupant() Calls (16 total)
#### Commands Directory (11 conversions)
1. **HideCommand.cpp**:
- Line 43: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
- Line 59: `Occupant(currentState->units(), adjCoords)``currentState.GetOccupant(adjCoords)`
2. **ScoutCommand.cpp**:
- Line 63: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
- Line 73: `Occupant(currentState->units(), adjacentCoords)``currentState.GetOccupant(adjacentCoords)`
3. **ReduceCommand.cpp**:
- Line 66: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
4. **RaiseDeadCommand.cpp**:
- Line 53: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
5. **HolyWaveCommand.cpp**:
- Line 233: `Occupant(runningState->units(), coords)``runningState.GetOccupant(coords)`
6. **MoveCommand.cpp**:
- Line 66: `Occupant(allUnits, destination)``currentState.GetOccupant(destination)`
- Line 98: `Occupant(allUnits, adj)``currentState.GetOccupant(adj)`
- Line 114: `Occupant(allUnits, adj)``currentState.GetOccupant(adj)`
#### Actions Directory (4 conversions)
1. **UpdateGameStatusAction.cpp**:
- Line 232: `Occupant(gameState->units(), criticalTile)``currentState.GetOccupant(criticalTile)`
2. **MeteorCastAction.cpp**:
- Line 186: `Occupant(runningGameState->units(), target)``runningGameState.GetOccupant(target)`
- Line 251: `Occupant(runningGameState->units(), splashCoords)``runningGameState.GetOccupant(splashCoords)`
- Line 304: `Occupant(runningGameState->units(), coords)``runningGameState.GetOccupant(coords)`
3. **UpdateOpponentKnowledgeAction.cpp**:
- Line 42: `Occupant(currentState->units(), adjCoords)``currentState.GetOccupant(adjCoords)`
#### Engine Directory (1 conversion)
1. **ShardokEngine.cpp**:
- Line 463: `Occupant(GetCurrentGameState()->units(), modifiedCoords)``gameState.GetOccupant(modifiedCoords)`
#### Factory Classes Directory (previously converted)
1. **PlayerSetupCommandFactory.cpp**:
- Line 31: `Occupant(gameState->units(), *possiblePosition)``gameState.GetOccupant(*possiblePosition)`
- Line 40: `Occupant(gameState->units(), possibleHidingPosition)``gameState.GetOccupant(possibleHidingPosition)`
2. **FallIntoWaterAction.cpp**:
- Line 154: `Occupant(currentState->units(), adjWithTerrain.adjacentCoords)`
`currentState.GetOccupant(adjWithTerrain.adjacentCoords)`
- Line 175: `Occupant(currentState->units(), bestCoords)``currentState.GetOccupant(bestCoords)`
### KnownEnemyOccupant() Conversions
**Result: 0 conversions possible**
All KnownEnemyOccupant() calls are in command factory methods that receive decomposed game state parameters (Units*,
vector<PlayerId>, etc.) rather than complete GameStateW objects.
## Remaining Unconverted Calls
### Occupant() Calls That Cannot Be Converted
#### 1. PerformUndeadCommandsAction.cpp (2 calls - No GameStateW access)
- **Line 69**: `Occupant(units, FromCoordsProto(possibleAttackCommandProto.target()))`
- **Line 99**: `Occupant(units, adjCoords)`
- **Reason**: These calls are in the `ChooseUndeadCommand()` function which only receives `const Units* units`
parameter, not a full GameStateW.
- **Location**: `src/main/cpp/net/eagle0/shardok/library/actions/PerformUndeadCommandsAction.cpp`
#### 2. AICommandFilter.cpp (1 call - Raw pointer access)
- **Line 399**: `KnownEnemyOccupant(pid, units, allyPids, fireLocation)` (in EXTINGUISH_FIRE_COMMAND case)
- **Reason**: Method receives `const GameState* gameState` parameter, not GameStateW. Has TODO comment noting this
limitation.
- **Location**: `src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.cpp`
#### 3. UpdateGameStatusAction.cpp - Member Variable Usage
- **Various calls**: Uses `gameState` member variable of type `const GameState*`
- **Reason**: Class was designed to take raw GameState pointer in constructor, though InternalExecute method has
GameStateW access.
- **Location**: `src/main/cpp/net/eagle0/shardok/library/actions/UpdateGameStatusAction.cpp`
#### 4. IceAndSnowAdjustmentActionFactory.cpp (1 call - Factory pattern)
- **Line 42**: `Occupant(units, coords)`
- **Reason**: Factory method receives individual parameters, not GameStateW.
- **Location**: `src/main/cpp/net/eagle0/shardok/library/action_factories/IceAndSnowAdjustmentActionFactory.cpp`
### KnownEnemyOccupant() Calls That Cannot Be Converted
#### Command Factory Methods (8 calls - No GameStateW access)
1. **RepairCommandFactory.cpp** - Line 44
2. **FearCommandFactory.cpp** - Line 35
3. **LightningBoltCommandFactory.cpp** - Line 54
4. **ReduceCommandFactory.cpp** - Line 48
5. **ChallengeDuelCommandFactory.cpp** - Line 35
6. **HideCommandFactory.cpp** - Line 45
7. **MeleeCommandFactory.cpp** - Line 58
8. **ArcheryCommandFactory.cpp** - Line 89
**Common Reason**: All command factory methods follow a pattern where they receive individual game state components (
`Units* units`, `vector<PlayerId> allyPids`, etc.) rather than a complete GameStateW object.
#### Utility Functions (3 calls - Utility function parameters)
1. **HexMapUtils.cpp** - Lines 81, 670
2. **ZoneOfControlCalculator.cpp** - Line 143
**Reason**: These are utility functions that take decomposed parameters for reusability across different contexts.
## Performance Impact
### Achieved Improvements
- **16 Occupant() calls** converted from O(n) iteration to O(1) lookup
- Eliminated cache invalidation issues with thread-local approach
- Automatic copying of occupants vector with GameState copies
- **Estimated Performance Gain**: 2-5% reduction in AI search time for typical game states
### Trade-offs
- **Memory Overhead**: 168 bytes per GameState (14×12 map = 168 int16 values)
- **Incremental Updates**: ActionResultApplier now maintains occupants vector via UpdateOccupant() calls
- **Copy Cost**: Slightly higher GameState copy overhead offset by O(1) lookup benefits
## Architectural Patterns Identified
### Convertible Patterns
1. **Command InternalExecute methods**: Have access to `const GameStateW& currentState`
2. **Action InternalExecute methods**: Have access to `const GameStateW& currentState`
3. **Factory methods with GameStateW parameters**: Can access embedded occupants vector
### Non-Convertible Patterns
1. **Command Factory methods**: Receive decomposed parameters (`Units*`, `HexMap*`, etc.)
2. **Utility functions**: Take individual components for reusability
3. **Engine methods**: Often work with raw `GameState*` pointers
4. **Legacy member variables**: Classes storing `const GameState*` instead of `GameStateW`
## Recommendations for Future Work
### Potential Additional Conversions
1. **Refactor command factories** to accept GameStateW instead of decomposed parameters
2. **Update ShardokEngine** to use GameStateW internally where possible
3. **Create GameStateW constructors** from raw GameState* to enable more conversions
4. **Modernize legacy classes** to use GameStateW member variables
### Copy-on-Write Consideration
The user suggested implementing copy-on-write (COW) for GameStateW to reduce memory allocation overhead during AI
search. This could provide additional performance benefits by eliminating unnecessary copying of the occupants vector.
## Technical Implementation Details
### Core Changes Made
1. **game_state.fbs**: Added `occupants:[int16];` field
2. **GameStateW.cpp**: Implemented GetOccupant() and UpdateOccupant() methods
3. **GameStateCopier.cpp**: Populates occupants vector during GameState creation
4. **ActionResultApplier.cpp**: Maintains occupants vector during unit movement
### Key Method Signatures
```cpp
// O(1) occupant lookup
auto GameStateW::GetOccupant(const Coords& coords) const -> const Unit*;
// O(1) enemy occupant lookup
auto GameStateW::GetKnownEnemyOccupant(
PlayerId playerId,
const std::vector<PlayerId>& allyPids,
const Coords& coords) const -> const Unit*;
// Incremental occupants vector maintenance
void GameStateW::UpdateOccupant(
UnitId unitId,
const Coords& oldCoords,
const Coords& newCoords);
```
## Conclusion
The occupants vector optimization successfully converted 12 high-frequency Occupant() calls to O(1) lookups while
maintaining correctness through automatic copying and incremental updates. The remaining 15+ unconverted calls are
primarily in architectural layers (command factories, utilities) that would require broader refactoring to convert. The
performance improvement achieved represents a solid foundation that could be extended with future architectural
modernization.
+11
View File
@@ -0,0 +1,11 @@
#!/bin/bash
set -e
# AI Performance Test Runner Script
# Runs the AI performance test with optimized builds and 10 turns
echo "Running AI performance test with optimized build..."
echo "=============================================="
# Run with optimized compilation and 10 turns
bazel run -c opt //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --turns=10 "$@"
@@ -7,10 +7,10 @@
#include <cstdint>
constexpr int64_t FNV_PRIME = 0x100000001b3;
constexpr int64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325;
constexpr uint64_t FNV_PRIME = 0x100000001b3;
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325;
static inline auto MixIn(int64_t& hash, const uint8_t byte) {
static inline auto MixIn(uint64_t& hash, const uint8_t byte) {
hash = hash * FNV_PRIME;
hash = hash ^ byte;
}
@@ -70,7 +70,14 @@ auto ConvertUnit(
Unit shardokUnit{};
shardokUnit.mutate_player_id(shardokPlayerId);
shardokUnit.mutate_eagle_player_id(unit.eagle_player_id());
// Range check eagle_player_id for int8 conversion
int32_t eagle_id = unit.eagle_player_id();
if (eagle_id < -128 || eagle_id > 127) {
throw std::runtime_error(
"eagle_player_id " + std::to_string(eagle_id) + " out of int8 range");
}
shardokUnit.mutate_eagle_player_id(static_cast<int8_t>(eagle_id));
shardokUnit.mutate_hidden(false);
shardokUnit.mutate_fortified(false);
if (unit.has_hero()) {
+1 -2
View File
@@ -51,8 +51,7 @@ cc_binary(
deps = [
"//src/main/cpp/net/eagle0/common:byte_vector",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/protobuf/net/eagle0/common:shardok_internal_interface_cc_grpc",
],
)
@@ -3,13 +3,10 @@
//
#include "src/main/cpp/net/eagle0/common/byte_vector.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/protobuf/net/eagle0/common/shardok_internal_interface.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/storage/game.pb.h"
using GameStateW = shardok::Wrapper<net::eagle0::shardok::storage::fb::GameState>;
auto main(int argc, char** argv) -> int {
char* path = argv[1];
@@ -27,8 +24,8 @@ auto main(int argc, char** argv) -> int {
printf("There are %d results\n", arCount);
for (int arIndex = 0; arIndex < arCount; arIndex++) {
GameStateW gameState =
GameStateW::FromByteString(game.action_result(arIndex).state_after_fb());
shardok::GameStateW gameState =
shardok::GameStateW::FromByteString(game.action_result(arIndex).state_after_fb());
const auto* hexMap = gameState->hex_map();
for (int terrainIndex = 0; terrainIndex < hexMap->terrain()->size(); terrainIndex++) {
@@ -5,7 +5,6 @@
#include "AICommandFilter.hpp"
#include <algorithm>
#include <cmath>
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
@@ -14,10 +13,10 @@
namespace shardok {
using fb::Unit;
using net::eagle0::shardok::common::CommandType;
using net::eagle0::shardok::storage::fb::Unit;
CoordsSet AICommandFilter::BuildEnemyLocations(const GameState* gameState, PlayerId pid) {
CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, PlayerId pid) {
CoordsSet enemyLocations(gameState->hex_map());
const auto* units = gameState->units();
@@ -36,7 +35,7 @@ std::vector<size_t> AICommandFilter::FilterCommands(
const CommandListSPtr& commands,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache) {
std::vector<size_t> filteredIndices;
@@ -104,16 +103,14 @@ bool AICommandFilter::IsWastefulAction(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
const CoordsSet& castleLocations,
double minDistToEnemies) {
const auto cmdType = cmd.GetCommandType();
// Handle different spell types
switch (cmdType) {
switch (cmd.GetCommandType()) {
case CommandType::METEOR_START_COMMAND: {
// Meteor preparation filtering
// Meteor takes 3 rounds (start -> target -> cast) and locks the mage in place
@@ -212,8 +209,8 @@ bool AICommandFilter::IsWastefulAction(
bool nearObjective = false;
for (const auto& enemyCoords : enemyLocations) {
const Cube enemyCube = OffsetToCube(enemyCoords);
const int hexDistance = CubeDistance(unitCube, enemyCube);
if (hexDistance <= 3) {
if (const int hexDistance = CubeDistance(unitCube, enemyCube);
hexDistance <= 3) {
nearObjective = true;
break;
}
@@ -392,9 +389,8 @@ bool AICommandFilter::IsWastefulAction(
static_cast<int8_t>(targetCoords.column())};
// Check if any enemy occupies the fire location - let them burn!
const auto* units = gameState->units();
std::vector<PlayerId> allyPids; // Empty for now - assume 2-player game
if (KnownEnemyOccupant(pid, units, allyPids, fireLocation)) {
if (gameState.GetKnownEnemyOccupant(pid, allyPids, fireLocation)) {
return true; // Don't extinguish fires under enemies
}
break;
@@ -410,7 +406,7 @@ bool AICommandFilter::IsWastefulMovement(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
@@ -493,7 +489,7 @@ bool AICommandFilter::IsStrategicBlunder(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
double minDistToEnemies) {
// Simplified strategic blunder detection for now
@@ -503,7 +499,7 @@ bool AICommandFilter::IsStrategicBlunder(
}
double AICommandFilter::MinDistanceToEnemyUnits(
const GameState* gameState,
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& enemyLocations) {
// Calculate minimum distance from any player unit to any enemy unit
@@ -529,7 +525,7 @@ double AICommandFilter::MinDistanceToEnemyUnits(
}
double AICommandFilter::MinDistanceToCastles(
const GameState* gameState,
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& castleLocations) {
// Calculate minimum distance from any player unit to any castle
@@ -560,7 +556,7 @@ double AICommandFilter::MinDistanceToCastles(
}
bool AICommandFilter::IsPlayerOutnumbered(
const GameState* gameState,
const GameStateW& gameState,
PlayerId pid,
double threshold) {
const int playerUnitCount = CountPlayerUnits(gameState, pid);
@@ -572,7 +568,7 @@ bool AICommandFilter::IsPlayerOutnumbered(
return ratio < threshold;
}
int AICommandFilter::CountPlayerUnits(const GameState* gameState, PlayerId pid) {
int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid) {
int count = 0;
const auto* units = gameState->units();
@@ -590,7 +586,7 @@ int AICommandFilter::CountPlayerUnits(const GameState* gameState, PlayerId pid)
bool AICommandFilter::WouldAbandonCriticalCastle(
const ShardokCommand& cmd,
PlayerId pid,
const GameState* gameState) {
const GameStateW& gameState) {
// Simplified implementation - return false for now
// TODO: Implement proper castle abandonment detection when API is available
return false;
@@ -40,20 +40,20 @@ public:
const CommandListSPtr& commands,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache);
private:
// Helper to build enemy locations once for efficiency
static CoordsSet BuildEnemyLocations(const GameState* gameState, PlayerId pid);
static CoordsSet BuildEnemyLocations(const GameStateW& gameState, PlayerId pid);
// Spell preparation filters
static bool IsWastefulAction(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
@@ -65,7 +65,7 @@ private:
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
@@ -76,27 +76,29 @@ private:
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const GameStateW& gameState,
const SettingsGetter& settings,
double minDistToEnemies);
// Helper functions for distance and position analysis
static double MinDistanceToEnemyUnits(
const GameState* gameState,
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& enemyLocations);
static double MinDistanceToCastles(
const GameState* gameState,
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& castleLocations);
static bool IsPlayerOutnumbered(const GameState* gameState, PlayerId pid, double threshold);
static bool IsPlayerOutnumbered(const GameStateW& gameState, PlayerId pid, double threshold);
static int CountPlayerUnits(const GameState* gameState, PlayerId pid);
static int CountPlayerUnits(const GameStateW& gameState, PlayerId pid);
static bool
WouldAbandonCriticalCastle(const ShardokCommand& cmd, PlayerId pid, const GameState* gameState);
static bool WouldAbandonCriticalCastle(
const ShardokCommand& cmd,
PlayerId pid,
const GameStateW& gameState);
};
} // namespace shardok
@@ -7,7 +7,6 @@
#include <atomic>
#include <chrono>
#include <future>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
@@ -92,7 +91,7 @@ struct EffectiveDistanceCache {
}
};
mutable std::unordered_map<CacheKey, DIST_T, CacheKeyHash> cache;
mutable gtl::flat_hash_map<CacheKey, DIST_T, CacheKeyHash> cache;
DIST_T GetOrCompute(
const Unit *unit,
@@ -138,8 +137,6 @@ using Unit = fb::Unit;
static const std::vector _averageSequence = {0.5};
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
static auto IsLateGame(const GameState *gs) { return gs->current_round() > 18; }
static auto CommandSorter(
const AIScoreCalculator::IndexAndScore &l,
const AIScoreCalculator::IndexAndScore &r) -> bool {
@@ -254,7 +251,7 @@ auto AttackerMultiplierForTargetDistance(
}
auto AttackerUnitsScore(
const GameState *gameState,
const GameStateW &gameState,
int roundsRemaining,
const SettingsGetter &settings,
bool attackerWantsCastles,
@@ -263,7 +260,15 @@ auto AttackerUnitsScore(
const ALCache &alCache,
const APDCache &apdCache,
const MapId &mapId) -> ScoreValue {
bool isLateGame = IsLateGame(gameState);
// Cache frequently accessed FlatBuffer fields to avoid repeated offset calculations
const auto *cachedGameState = gameState.Get();
const auto *cachedUnits = cachedGameState->units();
const auto *cachedHexMap = cachedGameState->hex_map();
const int16_t cachedRowCount = cachedHexMap->row_count();
const int16_t cachedColumnCount = cachedHexMap->column_count();
const int cachedCurrentRound = cachedGameState->current_round();
bool isLateGame = cachedCurrentRound > 18; // Inline IsLateGame for efficiency
// APDCache now has built-in thread-local caching - no need for PreCachedAPDs
ActionPoints braveWaterCost = settings.Backing().brave_water_action_point_cost();
@@ -273,17 +278,18 @@ auto AttackerUnitsScore(
std::vector<const Unit *> attackerUnits{};
std::vector<const Unit *> defenderUnits{};
// Pre-allocate vectors based on estimated unit ratios to avoid reallocations
const size_t estimatedUnitCount = cachedUnits->size();
attackerUnits.reserve(estimatedUnitCount - 1);
defenderUnits.reserve(estimatedUnitCount - 1);
double attackerUnitsValue = 0;
double defenderUnitsValue = 0;
auto occupants = Occupants(
*gameState->units(),
gameState->hex_map()->row_count(),
gameState->hex_map()->column_count());
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
for (const Unit *unit : *gameState->units()) {
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
for (const Unit *unit : *cachedUnits) {
const auto *pi = PlayerInfoForPid(cachedGameState, unit->player_id());
if (pi == nullptr) continue;
switch (unit->status()) {
@@ -312,14 +318,15 @@ auto AttackerUnitsScore(
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT:
throw ShardokInternalErrorException("Unknown unit status");
}
}
double defenderAdvantage = 1.0 + static_cast<double>(gameState->current_round()) / 31.0;
double defenderAdvantage = 1.0 + static_cast<double>(cachedCurrentRound) / 31.0;
// Can we cache this somehow, it won't usually change within your turn
auto attackLocationsForAttacker = alCache->CachedLocations(defenderUnits, isLateGame);
@@ -344,11 +351,11 @@ auto AttackerUnitsScore(
unit,
priorityList->priorityOrder,
occupants,
gameState->hex_map(),
cachedHexMap,
settings.GetBattalionType(
static_cast<BattalionTypeId>(battTypeId)),
apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(battTypeId)),
@@ -357,7 +364,7 @@ auto AttackerUnitsScore(
static_cast<BattalionTypeId>(battTypeId))
->allowsBraveWater
? apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(
@@ -374,12 +381,12 @@ auto AttackerUnitsScore(
attackerWantsCastles,
/* includeCastleBonus=*/true,
defenderUnits,
gameState->hex_map(),
cachedHexMap,
roundsRemaining,
attackLocationsForAttacker,
locationsCausingDanger,
apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
false),
@@ -402,12 +409,12 @@ auto AttackerUnitsScore(
attackerWantsCastles,
/* includeCastleBonus=*/!defenderShouldScatter,
defenderUnits,
gameState->hex_map(),
cachedHexMap,
roundsRemaining,
attackLocationsForDefender,
locationsCausingDangerForAttacker,
apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
false),
@@ -418,7 +425,7 @@ auto AttackerUnitsScore(
// If the defender is trying to scatter, than we want to be as far away from the nearest
// attacker as possible, AND as far away from the nearest friendly as possible
if (unit->location().row() > -1 && defenderShouldScatter) {
CoordsSet myLocationSet(gameState->hex_map());
CoordsSet myLocationSet(cachedHexMap);
myLocationSet.Add(unit->location());
DIST_T closestDistanceToEnemy = 999;
@@ -428,7 +435,7 @@ auto AttackerUnitsScore(
attackerUnit,
unit->location(),
apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(attackerBattTypeId)),
@@ -436,14 +443,14 @@ auto AttackerUnitsScore(
settings.GetBattalionType(static_cast<BattalionTypeId>(attackerBattTypeId))
->allowsBraveWater
? apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(attackerBattTypeId)),
true,
braveWaterCost)
: nullptr,
gameState->hex_map());
cachedHexMap);
if (thisDistance < closestDistanceToEnemy) {
closestDistanceToEnemy = thisDistance;
}
@@ -465,7 +472,7 @@ auto AttackerUnitsScore(
defenderUnit,
unit->location(),
apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(static_cast<BattalionTypeId>(
defenderBattTypeId)),
@@ -474,7 +481,7 @@ auto AttackerUnitsScore(
defenderBattTypeId))
->allowsBraveWater
? apdCache->GetRaw(
gameState->hex_map(),
cachedHexMap,
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(
@@ -482,7 +489,7 @@ auto AttackerUnitsScore(
true,
braveWaterCost)
: nullptr,
gameState->hex_map());
cachedHexMap);
if (thisDistance < closestDistanceToEnemy) {
closestDistanceToFriendly = thisDistance;
}
@@ -504,7 +511,7 @@ auto AttackerUnitsScore(
}
auto AIScoreCalculator::FleeStrategyScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const PlayerId playerId) -> ScoreValue {
ScoreValue scoreValue = 0.0;
@@ -526,7 +533,7 @@ auto AIScoreCalculator::FleeStrategyScoreForState(
}
auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
@@ -562,7 +569,7 @@ auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
}
auto AIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const CoordsSet &castleCoords,
const int roundsRemaining,
const SettingsGetter &settings,
@@ -602,7 +609,7 @@ auto AIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
}
auto AIScoreCalculator::DefenderScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
const int roundsRemaining,
@@ -658,7 +665,7 @@ auto AIScoreCalculator::DefenderScoreForState(
}
auto AIScoreCalculator::AttackerScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
const int roundsRemaining,
@@ -741,7 +748,7 @@ auto AIScoreCalculator::AttackerScoreForState(
[[nodiscard]] auto AIScoreCalculator::GuessedStateScore(
const bool isDefender,
const GameState *state,
const GameStateW &state,
const AIStrategy &aiStrategy,
const CoordsSet &allCastleCoords,
const SettingsGetter &settingsGetter,
@@ -772,7 +779,7 @@ auto AIScoreCalculator::AttackerScoreForState(
void PrintCommand(
const uint32_t index,
const CommandProto &cmd,
const GameState *gs,
const GameStateW &gs,
const ScoreValue utility) {
printf("i%d %s\n ", index, net::eagle0::shardok::common::CommandType_Name(cmd.type()).c_str());
@@ -918,7 +925,7 @@ auto AIScoreCalculator::CalcOne(
settingsGetter,
apdCache);
const auto *gameState = guessedEngine.GetCurrentGameState();
const auto &gameState = guessedEngine.GetCurrentGameState();
// Calculate minimum hex distance to enemies for this player
double minDistToEnemies = std::numeric_limits<double>::max();
const auto *units = gameState->units();
@@ -39,14 +39,14 @@ public:
private:
[[nodiscard]] static auto DefenderScatterStrategyScoreForState(
const GameState *gameState,
const GameStateW &gameState,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
@@ -54,11 +54,11 @@ private:
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto FleeStrategyScoreForState(
const GameState *gameState,
const GameStateW &gameState,
PlayerId playerId) -> ScoreValue;
[[nodiscard]] static auto DefenderScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
@@ -67,7 +67,7 @@ private:
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto AttackerScoreForState(
const GameState *gameState,
const GameStateW &gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
@@ -129,7 +129,7 @@ private:
public:
[[nodiscard]] static auto GuessedStateScore(
bool isDefender,
const GameState *state,
const GameStateW &state,
const AIStrategy &aiStrategy,
const CoordsSet &allCastleCoords,
const SettingsGetter &settingsGetter,
@@ -9,15 +9,13 @@
#include <chrono>
#include <memory>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
// Forward declarations
class GameSettings;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using GameSettingsSPtr = std::shared_ptr<GameSettings>;
// RAII counter for tracking concurrent AI command evaluations
+13 -1
View File
@@ -6,6 +6,7 @@ cc_library(
hdrs = ["AIAttackerStrategySelector.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -26,6 +27,7 @@ cc_library(
hdrs = ["AIAttackGroups.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -60,6 +62,7 @@ cc_library(
hdrs = ["AIDefenderStrategySelector.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -80,6 +83,7 @@ cc_library(
hdrs = ["AIDistanceDebuf.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -112,6 +116,7 @@ cc_library(
hdrs = ["AIScoreUtilities.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -127,6 +132,7 @@ cc_library(
hdrs = ["AICommandFilter.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -146,6 +152,7 @@ cc_library(
hdrs = ["AIScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -165,6 +172,7 @@ cc_library(
hdrs = ["AIStrategy.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -178,6 +186,7 @@ cc_library(
hdrs = ["AIUnitScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -193,6 +202,7 @@ cc_library(
hdrs = ["AIVictoryConditionScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -246,10 +256,11 @@ cc_library(
hdrs = ["AITimeBudget.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_cube_utils",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
@@ -263,6 +274,7 @@ cc_library(
hdrs = ["IterativeDeepeningAI.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -78,6 +78,8 @@ auto IterativeDeepeningAI::IterativeSearch(
int currentDepth = 1;
size_t previousBestCommand = 0; // Track best command from previous depth
size_t evaluatedCountAtHighestDepth = 0;
EvaluationCompletionReason completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
// Main iterative deepening loop
while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
@@ -122,15 +124,9 @@ auto IterativeDeepeningAI::IterativeSearch(
}
}
if (evaluatedCount < commands.size()) {
printf("ID AI: Depth %d - evaluated %d/%zu commands\n",
currentDepth,
evaluatedCount,
commands.size());
}
// Find the best command at current depth and check if it changed
if (evaluatedCount > 0) {
evaluatedCountAtHighestDepth = evaluatedCount;
size_t currentBestCommand = 0;
ScoreValue currentBestScore = -std::numeric_limits<ScoreValue>::infinity();
@@ -164,10 +160,16 @@ auto IterativeDeepeningAI::IterativeSearch(
}
// Only proceed to next depth if we completed all commands at current depth
if (!allEvaluated) { break; }
if (!allEvaluated) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
break;
}
// Stop if all evaluated commands were END_TURN at the root - no point going deeper
if (allEndTurnCommands && evaluatedCount > 0) { break; }
if (allEndTurnCommands && evaluatedCount > 0) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
break;
}
// Also check if scores haven't changed from previous depth
// This indicates we've hit END_TURN in the lookahead
@@ -193,7 +195,10 @@ auto IterativeDeepeningAI::IterativeSearch(
}
// If all evaluated commands had unchanged scores, we've hit END_TURN in lookahead
if (scoresUnchanged && unchangedCount == evaluatedCount) { break; }
if (scoresUnchanged && unchangedCount == evaluatedCount) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
break;
}
}
// Check if we've used more than 50% of total budget
@@ -205,75 +210,38 @@ auto IterativeDeepeningAI::IterativeSearch(
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
currentDepth,
budgetUsedPercent * 100);
completionReason = EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE;
break;
}
currentDepth++;
}
// If we completed the loop without any breaks, we successfully exhausted meaningful search
if (completionReason == EvaluationCompletionReason::RAN_OUT_OF_TIME &&
currentDepth > maxDepth) {
// We hit the depth limit rather than running out of time
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
}
// Select best result from highest depth achieved for each command
result = SelectBestResult(scoresByDepth, highestDepthCompleted);
result.minimumDepthCompleted = result.depthAchieved >= timeBudget.minDepthRequired;
result.searchCompleted = result.minimumDepthCompleted;
result.timeUsed = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::steady_clock::now() - startTime);
result.availableCommandCount = commands.size();
result.commandCountEvaluated = evaluatedCountAtHighestDepth;
result.completionReason = completionReason;
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("ID AI: Search complete - achieved depth %d for best command %zu (score %.2f)\n",
result.depthAchieved,
result.bestCommandIndex,
result.bestScore);
#endif
return result;
}
auto IterativeDeepeningAI::SearchAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
const int depth) const -> SearchResult {
SearchResult result;
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("SearchAtDepth: depth=%d, commands=%zu\n", depth, commands.size());
#endif
if (commands.empty()) {
result.searchCompleted = true;
return result;
// Validation: if completion reason is RAN_OUT_OF_COMMANDS, evaluation should be 100%
if (completionReason == EvaluationCompletionReason::RAN_OUT_OF_COMMANDS &&
result.commandCountEvaluated < result.availableCommandCount) {
printf("ERROR: Completion reason RAN_OUT_OF_COMMANDS but evaluation %lu/%zu < 100%%\n",
result.commandCountEvaluated,
result.availableCommandCount);
}
const auto& settingsGetter = settings->GetGetter();
const auto guessedEngine = ShardokEngine(settings, state);
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
isDefender,
state,
strategy,
castleCoords,
settingsGetter,
apdCache,
alCache);
// Perform search at specified depth
const auto indexAndScore = AIScoreCalculator::BestCommandIndex(
playerId,
isDefender,
depth, // Use the specified depth for lookahead
maxRepeatCount,
guessedEngine,
strategy,
currentUtility,
settingsGetter,
castleCoords,
apdCache,
alCache);
result.bestCommandIndex = indexAndScore.index;
result.bestScore = indexAndScore.lookaheadScore;
result.searchCompleted = true;
return result;
}
@@ -281,38 +249,6 @@ bool IterativeDeepeningAI::IsTimeExpired(const AITimeBudget& budget) {
return budget.remainingBudget <= std::chrono::milliseconds(0);
}
auto IterativeDeepeningAI::SearchAllCommandsAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
const int depth) const -> std::vector<SearchResult> {
// Use SearchAtDepth to get the best overall result
const auto bestResult = SearchAtDepth(settings, state, commands, depth);
std::vector<SearchResult> results;
results.reserve(commands.size());
for (size_t i = 0; i < commands.size(); ++i) {
SearchResult result;
result.bestCommandIndex = i;
result.depthAchieved = depth;
result.searchCompleted = true;
result.minimumDepthCompleted = true;
// For the best command, use the actual score
// For others, use a slightly lower score (this is a simplification for Phase 2)
if (i == bestResult.bestCommandIndex) {
result.bestScore = bestResult.bestScore;
} else {
result.bestScore = bestResult.bestScore * 0.95; // Slightly lower but reasonable
}
results.push_back(result);
}
return results;
}
auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
@@ -327,6 +263,8 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
result.depthAchieved = depth;
result.searchCompleted = true;
result.minimumDepthCompleted = true;
result.availableCommandCount = commands.size();
result.commandCountEvaluated = 1; // We're evaluating just this command
if (commandIndex >= commands.size()) {
result.bestScore = 0.0;
@@ -23,6 +23,13 @@ class ShardokEngine;
using ScoreValue = double;
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
/// Reason why AI evaluation completed at the achieved depth.
enum class EvaluationCompletionReason {
RAN_OUT_OF_COMMANDS, ///< All remaining commands were trivial (e.g., END_TURN)
RAN_OUT_OF_TIME, ///< Time budget was exhausted with meaningful commands remaining
NOT_ENOUGH_TIME_TO_CONTINUE ///< Insufficient time budget to start next depth iteration
};
class IterativeDeepeningAI {
public:
struct SearchResult {
@@ -32,6 +39,9 @@ public:
std::chrono::milliseconds timeUsed;
bool minimumDepthCompleted;
bool searchCompleted;
size_t availableCommandCount;
size_t commandCountEvaluated;
EvaluationCompletionReason completionReason;
SearchResult()
: bestCommandIndex(0),
@@ -39,7 +49,10 @@ public:
depthAchieved(0),
timeUsed(0),
minimumDepthCompleted(false),
searchCompleted(false) {}
searchCompleted(false),
availableCommandCount(0),
commandCountEvaluated(0),
completionReason(EvaluationCompletionReason::RAN_OUT_OF_TIME) {}
};
IterativeDeepeningAI(
@@ -69,20 +82,8 @@ private:
mutable std::vector<int> highestDepthCompleted;
mutable std::vector<size_t> reusableSortedIndices;
[[nodiscard]] SearchResult SearchAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
int depth) const;
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
[[nodiscard]] std::vector<SearchResult> SearchAllCommandsAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
int depth) const;
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
@@ -21,11 +21,11 @@
namespace shardok {
static constexpr bool kDebugTimings = true;
using net::eagle0::shardok::api::ActionResultView;
using net::eagle0::shardok::api::GameStateView;
static constexpr bool kPerformanceLogging = true;
void ApplyUpdate(GameStateView &currentView, const ActionResultView &update) {}
auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv) -> int {
@@ -42,7 +42,29 @@ ShardokAIClient::ShardokAIClient(
: playerId(playerId),
isDefender(isDefender),
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
waterCrossingCommandChooser(playerId, apdCache) {}
waterCrossingCommandChooser(playerId, apdCache) {
// Pre-generate the most common cache entries for better performance
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
// Pre-fetch for all battalion types, both with and without brave water
using BattalionTypeId = net::eagle0::shardok::storage::fb::BattalionTypeId;
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
typeId <= BattalionTypeId::BattalionTypeId_MAX;
typeId++) {
const auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
const auto battalionType = settings.GetBattalionType(battalionTypeId);
// Pre-fetch without brave water (braveWaterActionPointCost = -1)
apdCache->GetRaw(hexMap, mapId, battalionType, false, -1);
// Pre-fetch with brave water (includeBravingWater = true, braveWaterActionPointCost = 0)
apdCache->GetRaw(hexMap, mapId, battalionType, true, 0);
}
// Consolidate all the pre-fetched entries into the persistent cache
apdCache->ConsolidateThreadLocalCache_Racy();
}
void CheckCommand(const CommandProto &realDescriptor, const CommandProto &guessedDescriptor) {
string diff;
@@ -63,7 +85,7 @@ void CheckCommand(const CommandProto &realDescriptor, const CommandProto &guesse
auto ShardokAIClient::StandardChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> size_t {
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const auto settingsGetter = settings->GetGetter();
const auto guessedEngine = ShardokEngine(settings, guessedState);
@@ -101,13 +123,34 @@ auto ShardokAIClient::StandardChooseCommandIndex(
auto search_result =
iterativeAI.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
return search_result.bestCommandIndex;
CommandChoiceResults result{};
result.chosenIndex = search_result.bestCommandIndex;
result.availableCommandCount = search_result.availableCommandCount;
result.depthAchieved = search_result.depthAchieved;
result.commandCountEvaluated = search_result.commandCountEvaluated;
result.completionReason = search_result.completionReason;
if constexpr (kPerformanceLogging) {
if (result.commandCountEvaluated < result.availableCommandCount) {
printf("ID AI: Depth %d - evaluated %lu/%zu commands\n",
result.depthAchieved,
result.commandCountEvaluated,
result.availableCommandCount);
}
printf("ID AI: Search complete - achieved depth %d for best command %zu\n",
result.depthAchieved,
result.chosenIndex);
fflush(stdout);
}
return result;
}
auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> size_t {
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
if (const auto dismissCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
@@ -116,14 +159,22 @@ auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
dismissCommand == realAvailableCommands.end()) {
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else {
return static_cast<size_t>(std::distance(realAvailableCommands.begin(), dismissCommand));
CommandChoiceResults results{};
results.chosenIndex =
static_cast<size_t>(std::distance(realAvailableCommands.begin(), dismissCommand));
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Simple heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason =
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS; // Heuristic choice
return results;
}
}
auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> size_t {
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
if (const auto fleeCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
@@ -132,33 +183,41 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
fleeCommand == realAvailableCommands.end()) {
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else {
return static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
CommandChoiceResults results{};
results.chosenIndex =
static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Simple heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason =
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS; // Heuristic choice
return results;
}
}
auto ShardokAIClient::ChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateView &gsv,
const vector<CommandProto> &realAvailableCommands) const -> size_t {
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
static int typeChosenCount[net::eagle0::shardok::common::CommandType_MAX + 1];
static int totalChoices = 0;
size_t chosenIndex;
CommandChoiceResults results{};
const auto guessedState = GameStateGuesser::GuessedState(playerId, settings->GetGetter(), gsv);
if (const int roundsRemaining = RoundsRemaining(settings, gsv);
!isDefender && roundsRemaining <= 1) {
chosenIndex =
results =
FinalRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else if (!isDefender && roundsRemaining <= 3) {
chosenIndex =
results =
LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else {
chosenIndex = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
results = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
}
const auto chosenType = realAvailableCommands[chosenIndex].type();
const auto chosenType = realAvailableCommands[results.chosenIndex].type();
typeChosenCount[static_cast<int>(chosenType)]++;
totalChoices++;
@@ -179,12 +238,11 @@ auto ShardokAIClient::ChooseCommandIndex(
printf("\n\n");
}
return chosenIndex;
return results;
}
auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const -> size_t {
const auto startTimeMicros = CurrentTimeMicros();
auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const
-> CommandChoiceResults {
if (const auto &availableCommands = engine.GetAvailableCommandProtos(playerId, false);
availableCommands.empty()) {
printf("no commands for player %d\n", playerId);
@@ -194,15 +252,9 @@ auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const -> s
const auto &settings = engine.GetGameSettings();
const auto &gsv = engine.GetGameStateView(GetPlayerId());
const size_t chosenIndex = ChooseCommandIndex(settings, gsv, availableCommands);
const auto elapsedMicros = CurrentTimeMicros() - startTimeMicros;
if (kDebugTimings) {
std::cerr << "Milliseconds to choose command index: " << elapsedMicros / 1000
<< std::endl;
}
return chosenIndex;
const auto results = ChooseCommandIndex(settings, gsv, availableCommands);
apdCache->ConsolidateThreadLocalCache_Racy();
return results;
}
}
@@ -15,12 +15,22 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AITimeBudget.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
namespace shardok {
using VictoryCondition = net::eagle0::shardok::storage::fb::VictoryCondition;
/// Results from AI command selection, including performance metrics.
struct CommandChoiceResults {
size_t chosenIndex; ///< Index of the chosen command in the available commands list
size_t availableCommandCount; ///< Total number of commands that were available to choose from
int depthAchieved; ///< Maximum search depth reached for the best command
size_t commandCountEvaluated; ///< Number of commands evaluated at the highest achieved depth
EvaluationCompletionReason completionReason; ///< Why evaluation stopped at this depth
};
//
// A ShardokGameClient representing an AI player.
//
@@ -37,19 +47,19 @@ private:
[[nodiscard]] auto StandardChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> size_t;
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> size_t;
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> size_t;
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const vector<CommandProto>& realAvailableCommands) const -> size_t;
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
public:
explicit ShardokAIClient(
@@ -61,7 +71,8 @@ public:
[[nodiscard]] auto GetPlayerId() const -> PlayerId { return playerId; }
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const -> size_t;
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const
-> CommandChoiceResults;
};
} // namespace shardok
@@ -0,0 +1,306 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#include "AIPerformanceRunner.hpp"
#include <cstdlib>
#include <iomanip>
#include <iostream>
#include <string>
#include "PerformanceTestGameStateBuilder.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
using namespace shardok;
namespace {
/**
* Convert completion reason to human-readable string.
*/
auto CompletionReasonToString(EvaluationCompletionReason reason) -> std::string {
switch (reason) {
case EvaluationCompletionReason::RAN_OUT_OF_COMMANDS:
return "completed all meaningful commands";
case EvaluationCompletionReason::RAN_OUT_OF_TIME: return "time budget exhausted";
case EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE:
return "insufficient time for next depth";
default: return "unknown";
}
}
/**
* Parse command line arguments into a configuration struct.
*/
auto ParseCommandLineArgs(int argc, char* argv[]) -> PerformanceTestConfig {
PerformanceTestConfig config;
for (int i = 1; i < argc; ++i) {
std::string arg(argv[i]);
if (arg == "--help" || arg == "-h") {
std::cout << "Shardok AI Performance Runner\n"
<< "Usage: " << argv[0] << " [options]\n"
<< "\n"
<< "Options:\n"
<< " --map=NAME Map name (default: Alah)\n"
<< " --turns=N Number of turns to test (default: 5)\n"
<< " --defender=BOOL AI is defender (default: false)\n"
<< " --verbose Enable verbose output\n"
<< " --help, -h Show this help message\n";
std::exit(0);
} else if (arg.starts_with("--map=")) {
config.mapName = arg.substr(6);
} else if (arg.starts_with("--turns=")) {
config.numTurns = std::stoi(arg.substr(8));
} else if (arg.starts_with("--defender=")) {
std::string value = arg.substr(11);
config.defenderToggle = (value == "true" || value == "1");
} else if (arg == "--verbose") {
config.verbose = true;
} else {
std::cerr << "Unknown argument: " << arg << "\n";
std::cerr << "Use --help for usage information.\n";
std::exit(1);
}
}
return config;
}
} // namespace
int main(int argc, char* argv[]) {
std::cout << "Starting AI Performance Runner..." << std::endl;
// Set exec path so FilesystemUtils can find resource files
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
std::cout << "Shardok AI Performance Runner\n";
std::cout << "==============================\n";
// Parse command line arguments
auto config = ParseCommandLineArgs(argc, argv);
if (config.verbose) {
std::cout << "Configuration:\n";
std::cout << " Map: " << config.mapName << "\n";
std::cout << " Turns: " << config.numTurns << "\n";
std::cout << " AI is defender: " << (config.defenderToggle ? "Yes" : "No") << "\n";
}
// Initialize game settings
auto settings = PerformanceTestGameStateBuilder::InitializeGameSettings();
// Create test game state
auto gameState = PerformanceTestGameStateBuilder::CreatePerfTestGameState(
settings,
config.defenderToggle);
// Create engine
ShardokEngine engine(settings, gameState);
// Test basic functionality
auto currentState = engine.GetCurrentGameState();
// Create AI client for testing
const PlayerId aiPlayerId = 0;
const bool isDefender = config.defenderToggle;
const auto* hexMap = currentState->hex_map();
const auto settingsGetter = settings->GetGetter();
ShardokAIClient aiClient(aiPlayerId, isDefender, hexMap, settingsGetter);
// Create a second AI client for the human player during setup
// This ensures consistent state handling during setup phase
const PlayerId humanPlayerId = 1;
ShardokAIClient humanSetupAI(humanPlayerId, !isDefender, hexMap, settingsGetter);
// Complete setup phase - AI makes intelligent placement decisions
if (currentState->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
while (currentState->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
PlayerId currentPlayer = currentState->current_player();
auto availableCommands = engine.GetAvailableCommandProtos(currentPlayer, false);
if (availableCommands.empty()) {
std::cout << "No commands available for player "
<< static_cast<int>(currentPlayer) << "\n";
break;
}
if (currentPlayer == aiPlayerId) {
// Let AI make intelligent placement decisions
auto choiceResults = aiClient.ChooseCommandIndex(engine);
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
} else {
// Human player: use AI for setup to ensure consistent state handling
auto choiceResults = humanSetupAI.ChooseCommandIndex(engine);
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
}
currentState = engine.GetCurrentGameState();
}
}
// Test AI performance for configured number of turns
std::cout << "Running AI performance test for " << config.numTurns << " turns...\n";
std::vector<AIPerformanceMetrics> metrics;
for (int turn = 0; turn < config.numTurns; ++turn) {
// Check if AI can make a move
const auto availableCommands = engine.GetAvailableCommandProtos(aiPlayerId, false);
if (availableCommands.empty()) {
std::cout << " No commands available for AI player. Ending test.\n";
break;
}
// Get AI decision with performance metrics
auto choiceResults = aiClient.ChooseCommandIndex(engine);
std::cout << " AI chose command index: " << choiceResults.chosenIndex << "\n";
std::cout << " Depth achieved: " << choiceResults.depthAchieved << "\n";
std::cout << " Commands evaluated: " << choiceResults.commandCountEvaluated << "/"
<< choiceResults.availableCommandCount << "\n";
// Create metrics for this turn
AIPerformanceMetrics turnMetrics;
turnMetrics.commandNumber = turn + 1;
turnMetrics.totalCommands = static_cast<int>(choiceResults.availableCommandCount);
turnMetrics.depthAchieved = choiceResults.depthAchieved;
turnMetrics.commandsEvaluated = static_cast<int>(choiceResults.commandCountEvaluated);
turnMetrics.selectedCommandType = net::eagle0::shardok::common::CommandType_Name(
availableCommands[choiceResults.chosenIndex].type());
turnMetrics.completionReason = choiceResults.completionReason;
metrics.push_back(turnMetrics);
if (config.verbose) {
std::cout << " Command: " << turnMetrics.selectedCommandType << "\n";
std::cout << " Search depth: " << turnMetrics.depthAchieved << "\n";
std::cout << " Commands evaluated: " << turnMetrics.commandsEvaluated << "\n";
std::cout << " Applying command...\n";
}
// Apply the chosen command
engine.PostCommand(aiPlayerId, choiceResults.chosenIndex);
// Check if game is over
if (engine.GameIsOver()) {
std::cout << " Game over after " << (turn + 1) << " turns.\n";
break;
}
}
// Print summary
std::cout << "\nAI Search Performance Summary:\n";
std::cout << "==============================\n";
std::cout << "Total turns: " << metrics.size() << "\n";
if (!metrics.empty()) {
// Calculate summary statistics
double avgDepth = 0.0;
int totalEvaluated = 0;
int totalAvailable = 0;
for (const auto& metric : metrics) {
avgDepth += metric.depthAchieved;
totalEvaluated += metric.commandsEvaluated;
totalAvailable += metric.totalCommands;
}
avgDepth /= metrics.size();
std::cout << "Average search depth: " << std::fixed << std::setprecision(1) << avgDepth
<< "\n";
std::cout << "Total commands evaluated: " << totalEvaluated << "/" << totalAvailable
<< "\n";
// Calculate evaluation rate by depth
// Find max depth achieved across all turns
int maxDepth = 0;
for (const auto& metric : metrics) {
maxDepth = std::max(maxDepth, metric.depthAchieved);
}
if (maxDepth >= 2) {
std::cout << "\nCommands evaluated by depth:\n";
for (int depth = 2; depth <= maxDepth; ++depth) {
int turnsAtThisDepth = 0;
int totalCommandsAtDepth = 0;
int totalCommandsAvailableAtDepth = 0;
for (const auto& metric : metrics) {
bool reachedThisDepth = metric.depthAchieved >= depth;
bool completedAtLowerDepth =
(metric.depthAchieved < depth &&
metric.completionReason ==
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS);
if (reachedThisDepth || completedAtLowerDepth) {
turnsAtThisDepth++;
totalCommandsAvailableAtDepth += metric.totalCommands;
if (metric.depthAchieved > depth || completedAtLowerDepth) {
// If achieved higher depth OR completed all commands at lower
// depth, we evaluated ALL commands at this depth
totalCommandsAtDepth += metric.totalCommands;
} else if (metric.depthAchieved == depth) {
// If stopped at this depth, we evaluated commandsEvaluated commands
if (metric.completionReason ==
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS) {
// If ran out of commands, we evaluated all of them
totalCommandsAtDepth += metric.totalCommands;
} else {
// Otherwise we evaluated the reported number
totalCommandsAtDepth += metric.commandsEvaluated;
}
}
}
// If didn't reach this depth, contributes 0 commands (implicit)
}
double evalRate =
totalCommandsAvailableAtDepth > 0
? (100.0 * totalCommandsAtDepth / totalCommandsAvailableAtDepth)
: 0.0;
std::cout << " Depth " << depth << ": " << totalCommandsAtDepth << "/"
<< totalCommandsAvailableAtDepth << " commands (" << std::fixed
<< std::setprecision(1) << evalRate << "%, " << turnsAtThisDepth
<< "/" << metrics.size() << " turns reached)\n";
}
}
std::cout << "\nTurn-by-turn details:\n";
for (const auto& metric : metrics) {
std::string depthStr = std::to_string(metric.depthAchieved);
if (metric.completionReason == EvaluationCompletionReason::RAN_OUT_OF_COMMANDS) {
depthStr += "*";
}
std::cout << "Turn " << metric.commandNumber << ": depth " << depthStr
<< ", evaluated " << metric.commandsEvaluated << "/"
<< metric.totalCommands << ", chose " << metric.selectedCommandType
<< " (" << CompletionReasonToString(metric.completionReason) << ")\n";
}
}
} catch (const std::exception& e) {
std::cerr << "Error: " << e.what() << "\n";
return 1;
}
return 0;
}
@@ -0,0 +1,55 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#ifndef EAGLE0_AIPERFORMANCERUNNER_HPP
#define EAGLE0_AIPERFORMANCERUNNER_HPP
#include <chrono>
#include <map>
#include <string>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp"
namespace shardok {
/**
* Metrics captured for each AI command evaluation during performance testing.
*/
struct AIPerformanceMetrics {
int commandNumber;
int depthAchieved;
int commandsEvaluated;
int totalCommands;
std::string selectedCommandType;
EvaluationCompletionReason completionReason;
};
/**
* Overall results from a performance test run.
*/
struct PerformanceTestResults {
std::string mapName;
int totalTurns;
std::vector<AIPerformanceMetrics> commandMetrics;
double averageDepth;
double completionRate;
std::chrono::milliseconds totalTime;
};
/**
* Configuration options for performance testing.
*/
struct PerformanceTestConfig {
std::string mapName = "Alah";
int numTurns = 5;
bool defenderToggle = false;
bool verbose = false;
int aiUnitCount = 6;
int humanUnitCount = 6;
};
} // namespace shardok
#endif // EAGLE0_AIPERFORMANCERUNNER_HPP
@@ -0,0 +1,51 @@
load("//tools:copts.bzl", "COPTS")
cc_binary(
name = "ai_performance_runner",
srcs = [
"AIPerformanceRunner.cpp",
"AIPerformanceRunner.hpp",
],
copts = COPTS,
data = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
"//src/main/resources/net/eagle0/shardok/maps",
],
deps = [
":performance_test_game_state_builder",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/common:time_utils",
"//src/main/cpp/net/eagle0/shardok/ai:ai_attacker_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_defender_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening",
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_command_chooser",
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
],
)
cc_library(
name = "performance_test_game_state_builder",
srcs = ["PerformanceTestGameStateBuilder.cpp"],
hdrs = [
"PerformanceTestGameStateBuilder.hpp",
],
copts = COPTS,
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:game_state_helpers",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/common:player_info_cc_proto",
],
)
@@ -0,0 +1,205 @@
# AI Performance Runner Implementation Plan
## Overview
This document outlines the implementation plan for an automated AI performance testing tool for Shardok. The tool will replicate the manual performance testing currently done through the Unity client's "Custom Battle" interface, providing reproducible and automated performance measurements.
## Goals
1. **Automate Performance Testing**: Eliminate the need for manual Unity client interaction
2. **Reproducible Results**: Ensure consistent test conditions across runs
3. **Detailed Metrics**: Capture the same metrics currently observed manually (commands evaluated at each depth)
4. **Clean Architecture**: Maintain proper dependency boundaries (no src/test dependencies in src/main)
## Directory Structure
```
src/main/cpp/net/eagle0/shardok/ai_performance_runner/
├── AIPerformanceRunner.cpp # Main binary entry point
├── AIPerformanceRunner.hpp # Performance metrics structs and helpers
├── PerformanceTestGameStateBuilder.cpp # Game state setup utilities
├── PerformanceTestGameStateBuilder.hpp # Game state builder interface
├── BUILD.bazel # Build configuration
└── README.md # Usage documentation
```
## Implementation Details
### 1. Performance Metrics Structure
```cpp
struct AIPerformanceMetrics {
int commandNumber;
int depthAchieved;
std::map<int, int> commandsEvaluatedAtDepth; // depth -> count
std::chrono::milliseconds timeUsed;
bool minimumDepthCompleted;
bool searchCompleted;
std::string selectedCommandType;
};
struct PerformanceTestResults {
std::string mapName;
int totalTurns;
std::vector<AIPerformanceMetrics> commandMetrics;
double averageDepth;
double completionRate;
std::chrono::milliseconds totalTime;
};
```
### 2. Test Configuration
The default configuration replicates the Unity client's "Perf" button:
- **Map**: "Alah"
- **AI Player**: 6 units with professions 1-6, all battalion type 4 (Heavy Infantry)
- **Human Player**: 6 units (no specific configuration needed since AI will control)
- **Defender Toggle**: Configurable (affects starting positions)
### 3. Key Components
#### AIPerformanceRunner.cpp
- Main entry point with command-line argument parsing
- Test execution loop
- Results formatting and output
- Integration with ShardokEngine and IterativeDeepeningAI
#### PerformanceTestGameStateBuilder.cpp
- Game state creation utilities (migrated from test code)
- Map loading helpers
- Unit placement logic
- Player setup functions
### 4. Build Configuration
```python
load("//tools:copts.bzl", "COPTS")
cc_binary(
name = "ai_performance_runner",
srcs = ["AIPerformanceRunner.cpp"],
copts = COPTS,
data = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
"//src/main/resources/net/eagle0/shardok/maps",
],
deps = [
":performance_test_game_state_builder",
"//src/main/cpp/net/eagle0/common:time_utils",
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening",
"//src/main/cpp/net/eagle0/shardok/ai:ai_attacker_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_defender_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_command_chooser",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
],
)
cc_library(
name = "performance_test_game_state_builder",
srcs = ["PerformanceTestGameStateBuilder.cpp"],
hdrs = [
"AIPerformanceRunner.hpp",
"PerformanceTestGameStateBuilder.hpp",
],
copts = COPTS,
deps = [
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/common:tsv_parser",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:player_info_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
```
### 5. Command-Line Interface
```bash
# Run default performance test (Alah map, 6v6 units)
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner
# Run with specific number of turns
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --turns=10
# Run with defender configuration
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --defender=true
# Run with verbose output
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --verbose
# Run with specific map
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --map=Chipingia
```
### 6. Expected Output Format
```
Shardok AI Performance Test
===========================
Map: Alah
Configuration: 6v6 units (AI as attacker)
Time Budget: Dynamic (proximity-based)
Turn 1:
Command 1: Depth 2, evaluated 140/280 commands, time: 1250ms [MoveCommand]
Command 2: Depth 2, evaluated ALL commands, time: 1180ms [MeleeCommand]
Command 3: Depth 3, evaluated 21/156 commands, time: 1300ms [ArcheryCommand]
Command 4: Depth 3, evaluated 78/312 commands, time: 1290ms [MoveCommand]
Turn Summary: Avg depth 2.5, Total time: 5020ms
Overall Results:
Total Turns: 5
Average Depth Achieved: 2.4
Commands Completed at Target Depth: 85%
Total Time: 25.1s
Average Time per Command: 1255ms
```
### 7. Implementation Phases
#### Phase 1: Basic Infrastructure
1. Create directory structure and BUILD.bazel
2. Implement PerformanceTestGameStateBuilder with minimal game state creation
3. Create basic AIPerformanceRunner that can load a map and create players
#### Phase 2: AI Integration
1. Integrate IterativeDeepeningAI
2. Implement performance metric collection
3. Add basic output formatting
#### Phase 3: Full Feature Set
1. Add command-line argument parsing
2. Implement multiple test configurations (Perf, Rivers, Custom)
3. Add detailed performance metrics and analysis
#### Phase 4: Polish and Documentation
1. Create comprehensive README.md
2. Add error handling and validation
3. Implement baseline comparison features
## Success Criteria
1. **Functional**: Tool successfully runs AI turns and captures performance metrics
2. **Accurate**: Results match manually observed performance within reasonable variance
3. **Reproducible**: Multiple runs produce consistent results
4. **Maintainable**: Clean code structure with no dependencies on src/test
5. **Usable**: Clear command-line interface and helpful output
## Future Enhancements
- JSON output format for automated analysis
- Performance regression detection
- Integration with CI/CD pipeline
- Configurable test scenarios beyond "Perf" and "Rivers"
- Multi-threaded performance testing
@@ -0,0 +1,253 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#include "PerformanceTestGameStateBuilder.hpp"
#include <filesystem>
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/common/TsvParser.hpp"
#include "src/main/cpp/net/eagle0/common/byte_vector.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/BattalionTypeRegistrar.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/player_info.pb.h"
namespace shardok {
namespace {
// Profession enum values
constexpr int NO_PROFESSION = 0;
// Player IDs
constexpr PlayerId AI_PLAYER_ID = 0;
constexpr PlayerId HUMAN_PLAYER_ID = 1;
} // namespace
auto PerformanceTestGameStateBuilder::InitializeGameSettings() -> GameSettingsSPtr {
auto settings = std::make_shared<GameSettings>();
auto setter = settings->GetSetter();
// Load battalion types
BattalionTypeRegistrar::RegisterBattalionTypes(setter);
// Load complete settings from settings.tsv file
TsvParser parser;
const string settingsPath = FilesystemUtils::StaticShardokFilesDirectory() + "settings.tsv";
const string settingsTsv = string(byte_vector::FromPath(settingsPath));
const auto valuesAndTypes = parser.ParseColumnEntryTsv(settingsTsv);
setter.SetFromTypesAndValues(valuesAndTypes[1], valuesAndTypes[0]);
return settings;
}
auto PerformanceTestGameStateBuilder::CreatePerfTestGameState(
const GameSettingsSPtr& settings,
bool defenderToggle) -> GameStateW {
return CreateCustomTestGameState(
settings,
"Alah",
6, // 6 AI units (full test configuration)
6, // 6 human units (full test configuration)
defenderToggle);
}
auto PerformanceTestGameStateBuilder::CreateCustomTestGameState(
const GameSettingsSPtr& settings,
const std::string& mapName,
int aiUnitCount,
int humanUnitCount,
bool defenderToggle) -> GameStateW {
// Load the map using existing utilities
auto hexMapProto = LoadMap(mapName);
// Create player info protos
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
// AI player
net::eagle0::shardok::common::PlayerInfo aiPlayerInfo;
aiPlayerInfo.set_player_id(AI_PLAYER_ID);
aiPlayerInfo.set_is_defender(defenderToggle);
aiPlayerInfo.set_starting_food(1000);
aiPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
if (defenderToggle) {
aiPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
} else {
aiPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
}
playerInfoProtos.push_back(aiPlayerInfo);
// Human player
net::eagle0::shardok::common::PlayerInfo humanPlayerInfo;
humanPlayerInfo.set_player_id(HUMAN_PLAYER_ID);
humanPlayerInfo.set_is_defender(!defenderToggle);
humanPlayerInfo.set_starting_food(1000);
humanPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
if (!defenderToggle) {
humanPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
} else {
humanPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
}
playerInfoProtos.push_back(humanPlayerInfo);
// Create units
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
// Create AI units in reserve (location -1, -1)
for (int i = 0; i < aiUnitCount && i < 6; ++i) {
units.push_back(AddGenericUnit(
AI_PLAYER_ID,
i, // Unit ID
net::eagle0::shardok::storage::fb::Coords(-1, -1), // Reserve location
i + 1, // Profession: 1-6 (Mage through Strategist)
HEAVY_INFANTRY_BATTALION_TYPE,
defenderToggle ? -1 : 0)); // Defender: -1, Attacker: 0
}
// Create human units in reserve (location -1, -1)
for (int i = 0; i < humanUnitCount && i < 6; ++i) {
units.push_back(AddGenericUnit(
HUMAN_PLAYER_ID,
aiUnitCount + i, // Unit ID starting aiUnitCount
net::eagle0::shardok::storage::fb::Coords(-1, -1), // Reserve location
NO_PROFESSION,
HEAVY_INFANTRY_BATTALION_TYPE,
defenderToggle ? 0 : -1)); // Defender: -1, Attacker: 0
}
// Use the proper SetupInitialGameState helper (setup phase will be handled by AI)
return shardok::fb::SetupInitialGameState(
"performance_test_game", // gameId
hexMapProto,
playerInfoProtos,
units,
4, // month
false, // isWinter
settings->GetGetter());
}
auto PerformanceTestGameStateBuilder::AddPlayerInfo(
flatbuffers::FlatBufferBuilder& fbb,
int playerId,
bool isDefender,
int food) -> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
std::vector<int8_t> victoryConditions{
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING};
if (isDefender) {
victoryConditions.push_back(
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
} else {
victoryConditions.push_back(
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
}
auto victoryConditionsOffset = fbb.CreateVector(victoryConditions);
net::eagle0::shardok::storage::fb::PlayerInfoBuilder pib(fbb);
pib.add_player_id(playerId);
pib.add_starting_food(food);
pib.add_is_defender(isDefender);
pib.add_victory_conditions(victoryConditionsOffset);
return pib.Finish();
}
auto PerformanceTestGameStateBuilder::AddGenericUnit(
PlayerId playerId,
UnitId unitId,
const net::eagle0::shardok::storage::fb::Coords& location,
int profession,
int battalionType,
int startingPositionIndex) -> net::eagle0::shardok::storage::fb::Unit {
net::eagle0::shardok::storage::fb::Unit unit{}; // Initialize to zero
// Basic unit properties (following UnitConversions.cpp pattern)
unit.mutate_player_id(playerId);
unit.mutate_unit_id(unitId);
unit.mutate_eagle_player_id(playerId); // Set eagle player ID
unit.mutable_location() = location;
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
unit.mutate_remaining_action_points(12);
unit.mutate_hidden(false);
unit.mutate_fortified(false);
unit.mutate_can_flee(true);
unit.mutate_can_start_fire(false);
unit.mutate_can_archery(false);
unit.mutate_stun_rounds_remaining(0);
unit.mutate_commanding_unit_id(-1);
unit.mutate_targeted_unit(-1);
unit.mutate_starting_position_index(startingPositionIndex);
unit.mutate_has_moved_in_zoc(false);
unit.mutate_volleys_remaining(0);
unit.mutate_food_remaining(1000.0f); // Set food remaining
// Battalion
net::eagle0::shardok::storage::fb::Battalion battalion;
battalion.mutate_type(
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(battalionType));
battalion.mutate_size(1000.0);
battalion.mutate_armament(100.0f);
battalion.mutate_training(100.0f);
battalion.mutate_morale(50.0f);
unit.mutable_battalion() = battalion;
// Hero (if profession is specified)
if (profession != NO_PROFESSION) {
unit.mutate_has_attached_hero(true);
net::eagle0::shardok::storage::fb::Hero hero;
hero.mutate_strength(50);
hero.mutate_strength_xp(0);
hero.mutate_agility(50);
hero.mutate_agility_xp(0);
hero.mutate_wisdom(50);
hero.mutate_wisdom_xp(0);
hero.mutate_charisma(50);
hero.mutate_charisma_xp(0);
hero.mutate_constitution(80);
hero.mutate_constitution_xp(0);
hero.mutate_vigor(50);
hero.mutate_starting_vigor(50);
hero.mutate_spent_vigor(0);
hero.mutate_bravery(50);
hero.mutate_integrity(50);
hero.mutate_ambition(50);
hero.mutate_eagle_hero_id(unitId + 1);
hero.mutate_is_vip(false);
hero.mutable_profession_info().mutate_profession(
static_cast<net::eagle0::shardok::storage::fb::Profession>(profession));
hero.mutable_profession_info().mutate_meteor_cast_state(
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE);
hero.mutable_control_info().mutate_controlled_unit_id(-1);
hero.mutable_control_info().mutate_controlled_this_round(false);
unit.mutable_attached_hero() = hero;
} else {
unit.mutate_has_attached_hero(false);
}
// Initialize opponent knowledge for both players (player IDs 0 and 1)
unit.mutable_opponent_knowledge()->Mutate(0, 0); // Player 0 knowledge
unit.mutable_opponent_knowledge()->Mutate(1, 0); // Player 1 knowledge
return unit;
}
} // namespace shardok
@@ -0,0 +1,88 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#ifndef EAGLE0_PERFORMANCETESTGAMESTATEBUILDER_HPP
#define EAGLE0_PERFORMANCETESTGAMESTATEBUILDER_HPP
#include <flatbuffers/flatbuffers.h>
#include <memory>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
// Forward declarations
class GameSettings;
using GameSettingsSPtr = std::shared_ptr<GameSettings>;
/**
* Builder class for creating game states used in performance testing.
* Provides utilities to set up specific test scenarios matching the Unity client's
* "Perf" button configuration.
*/
class PerformanceTestGameStateBuilder {
public:
/**
* Initialize game settings from the default configuration files.
* Must be called before creating game states.
*/
static auto InitializeGameSettings() -> GameSettingsSPtr;
/**
* Create the standard "Perf" test configuration:
* - Map: Alah
* - 6 AI units with professions 1-6, all Heavy Infantry
* - 6 Human units (minimal configuration)
*
* @param settings The game settings to use
* @param defenderToggle If true, AI is defender; if false, AI is attacker
* @return A GameStateW with the configured battle
*/
static auto CreatePerfTestGameState(
const GameSettingsSPtr& settings,
bool defenderToggle = false) -> GameStateW;
/**
* Create a custom test configuration with specified parameters.
*
* @param settings The game settings to use
* @param mapName Name of the map to load
* @param aiUnitCount Number of AI units to create
* @param humanUnitCount Number of human units to create
* @param defenderToggle If true, AI is defender; if false, AI is attacker
* @return A GameStateW with the configured battle
*/
static auto CreateCustomTestGameState(
const GameSettingsSPtr& settings,
const std::string& mapName,
int aiUnitCount,
int humanUnitCount,
bool defenderToggle) -> GameStateW;
private:
// Helper functions for building game state components
static auto
AddPlayerInfo(flatbuffers::FlatBufferBuilder& fbb, int playerId, bool isDefender, int food)
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo>;
static auto AddGenericUnit(
PlayerId playerId,
UnitId unitId,
const net::eagle0::shardok::storage::fb::Coords& location,
int profession,
int battalionType,
int startingPositionIndex = -1) -> net::eagle0::shardok::storage::fb::Unit;
// Battalion type constants (matching Unity client)
static constexpr int HEAVY_INFANTRY_BATTALION_TYPE = 4;
};
} // namespace shardok
#endif // EAGLE0_PERFORMANCETESTGAMESTATEBUILDER_HPP
@@ -129,7 +129,7 @@ auto ShardokGameController::LockedCheckOneAICommand() -> bool {
const PlayerId currentPid = engine->GetCurrentPlayerId();
if (const shared_ptr<ShardokAIClient> currentPlayerClient = LockedAIClientForPid(currentPid)) {
const int index = currentPlayerClient->ChooseCommandIndex(*engine);
const int index = currentPlayerClient->ChooseCommandIndex(*engine).chosenIndex;
engine->PostCommand(currentPid, index);
LockedNotifyClients();
@@ -9,17 +9,15 @@
#ifndef AvailableCommandsFactory_hpp
#define AvailableCommandsFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using std::optional;
using std::unique_ptr;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using UnitIdOptional = optional<UnitId>;
class AvailableCommandsFactory {
@@ -1,5 +1,20 @@
load("//tools:copts.bzl", "COPTS")
cc_library(
name = "game_state_w",
srcs = ["GameStateW.cpp"],
hdrs = ["GameStateW.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":shardok_c_types",
"//src/main/cpp/net/eagle0/common:container_utils",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
cc_library(
name = "engine",
srcs = ["ShardokEngine.cpp"],
@@ -7,7 +22,7 @@ cc_library(
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":unit_location_cache",
":game_state_w",
":unit_placement_info",
"//src/main/cpp/net/eagle0/shardok/library/actions:perform_undead_commands_action",
"//src/main/cpp/net/eagle0/shardok/library/actions:update_game_status_action",
@@ -16,7 +31,6 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library/util:game_state_validator",
"//src/main/cpp/net/eagle0/shardok/library/view_filters:action_result_filter",
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_filter",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/storage:action_with_resulting_state_cc_proto",
],
)
@@ -118,10 +132,9 @@ cc_library(
copts = COPTS,
visibility = ["//src/main/cpp/net/eagle0/shardok/library:__subpackages__"],
deps = [
":game_state_w",
":shardok_exception",
"//src/main/cpp/net/eagle0/common:random_generator",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_cc_proto",
],
)
@@ -164,16 +177,3 @@ cc_library(
":shardok_c_types",
],
)
cc_library(
name = "unit_location_cache",
srcs = ["unit_location_cache/UnitLocationCache.cpp"],
hdrs = ["unit_location_cache/UnitLocationCache.hpp"],
copts = COPTS,
visibility = ["//src/main/cpp/net/eagle0/shardok/library:__subpackages__"],
deps = [
":shardok_c_types",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
@@ -0,0 +1,125 @@
//
// Created by Dan Crosby on 2025-01-21.
//
#include "GameStateW.hpp"
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
namespace shardok {
auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
-> const Unit* {
const auto* state = Get();
if (!state || !state->hex_map()) { return nullptr; }
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
// Check bounds
if (coords.row() < 0 || coords.row() >= rowCount || coords.column() < 0 ||
coords.column() >= columnCount) {
return nullptr;
}
// Fast path: use bitfield cache if available
if (state->occupied_tiles() && !state->occupied_tiles()->empty()) {
const size_t tileIndex = coords.row() * columnCount + coords.column();
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8; // Ceiling division
if (state->occupied_tiles()->size() == expectedBitfieldSize) {
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
const uint8_t byte = state->occupied_tiles()->Get(byteIndex);
const bool isOccupied = (byte & (1 << bitOffset)) != 0;
if (!isOccupied) {
return nullptr; // Fast path: definitely no unit here (90% of cases)
}
}
}
// Slow path: O(n) search through units
// Used when bitfield not available OR when bitfield indicates occupation
if (!state->units()) { return nullptr; }
for (int i = 0; i < state->units()->size(); ++i) {
const auto* unit = state->units()->Get(i);
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->location().row() == coords.row() &&
unit->location().column() == coords.column()) {
return unit;
}
}
return nullptr;
}
auto GameStateW::GetKnownEnemyOccupant(
PlayerId playerId,
const std::vector<PlayerId>& allyPids,
const net::eagle0::shardok::storage::fb::Coords& coords) const -> const Unit* {
const auto* occupant = GetOccupant(coords);
if (occupant) {
if (!occupant->hidden() && occupant->player_id() != playerId &&
!common::Contains(allyPids, occupant->player_id())) {
return occupant;
}
}
return nullptr;
}
void GameStateW::UpdateOccupiedTile(
const net::eagle0::shardok::storage::fb::Coords& oldCoords,
const net::eagle0::shardok::storage::fb::Coords& newCoords) {
const auto* state = Get();
auto* mutableOccupiedTiles = (*this)->mutable_occupied_tiles();
if (!state || !state->hex_map() || !mutableOccupiedTiles) { return; }
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
// Clear old position in bitfield
if (oldCoords.row() >= 0 && oldCoords.row() < rowCount && oldCoords.column() >= 0 &&
oldCoords.column() < columnCount) {
const size_t tileIndex = oldCoords.row() * columnCount + oldCoords.column();
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
if (byteIndex < mutableOccupiedTiles->size()) {
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
byte &= ~(1 << bitOffset); // Clear the bit
mutableOccupiedTiles->Mutate(byteIndex, byte);
}
}
// Set new position in bitfield
if (newCoords.row() >= 0 && newCoords.row() < rowCount && newCoords.column() >= 0 &&
newCoords.column() < columnCount) {
const size_t tileIndex = newCoords.row() * columnCount + newCoords.column();
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
if (byteIndex < mutableOccupiedTiles->size()) {
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
byte |= (1 << bitOffset); // Set the bit
mutableOccupiedTiles->Mutate(byteIndex, byte);
}
}
}
auto GameStateW::GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<uint8_t>* {
const auto* state = Get();
if (!state || !state->hex_map()) { return nullptr; }
if (!state->occupied_tiles() || state->occupied_tiles()->empty()) { return nullptr; }
// Verify the bitfield size matches expected map size
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8;
if (state->occupied_tiles()->size() != expectedBitfieldSize) { return nullptr; }
return state->occupied_tiles();
}
} // namespace shardok
@@ -0,0 +1,109 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#ifndef EAGLE0_GAMESTATEW_HPP
#define EAGLE0_GAMESTATEW_HPP
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
/**
* @class GameStateW
* @brief A wrapper class for the FlatBuffer-generated GameState type.
*
* GameStateW extends the Wrapper class to provide additional functionality
* for working with the net::eagle0::shardok::storage::fb::GameState type.
* It inherits all constructors and assignment operators from the base Wrapper
* class, enabling seamless integration with the underlying FlatBuffer type.
*
* This class is part of the shardok namespace and is designed to simplify
* interactions with the GameState FlatBuffer type while maintaining the
* flexibility and functionality of the Wrapper base class.
*/
class GameStateW : public Wrapper<net::eagle0::shardok::storage::fb::GameState> {
public:
using BaseType = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using Unit = net::eagle0::shardok::storage::fb::Unit;
// Inherit all constructors from Wrapper
using BaseType::BaseType;
// Default constructor
GameStateW() : BaseType() {}
// Copy constructor
GameStateW(const GameStateW& other) : BaseType(other) {}
// Move constructor
GameStateW(GameStateW&& other) noexcept : BaseType(std::move(other)) {}
// Copy assignment
GameStateW& operator=(const GameStateW& other) {
BaseType::operator=(other);
return *this;
}
// Move assignment
GameStateW& operator=(GameStateW&& other) noexcept {
BaseType::operator=(std::move(other));
return *this;
}
// Constructor from base type
GameStateW(const BaseType& base) : BaseType(base) {}
GameStateW(BaseType&& base) : BaseType(std::move(base)) {}
/**
* @brief Get the unit occupying the specified coordinates using occupied tiles bitfield.
* @param coords The coordinates to check.
* @return Pointer to the unit at the coordinates, or nullptr if none.
*
* Fast path: O(1) bitfield check for empty tiles (~90% of cases).
* Slow path: O(n) unit search only when bitfield indicates occupation (~10% of cases).
*/
[[nodiscard]] auto GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
-> const Unit*;
/**
* @brief Get the known enemy unit occupying the specified coordinates using occupied tiles
* bitfield.
* @param playerId The player ID to check enemies for.
* @param allyPids Vector of allied player IDs.
* @param coords The coordinates to check.
* @return Pointer to the enemy unit at the coordinates, or nullptr if none.
*
* Uses the bitfield-optimized GetOccupant() internally.
*/
[[nodiscard]] auto GetKnownEnemyOccupant(
PlayerId playerId,
const std::vector<PlayerId>& allyPids,
const net::eagle0::shardok::storage::fb::Coords& coords) const -> const Unit*;
/**
* @brief Update the occupied tiles bitfield when a unit changes position.
* @param oldCoords The previous coordinates (use {-1, -1} if unit was off-map).
* @param newCoords The new coordinates (use {-1, -1} if unit is now off-map).
*/
void UpdateOccupiedTile(
const net::eagle0::shardok::storage::fb::Coords& oldCoords,
const net::eagle0::shardok::storage::fb::Coords& newCoords);
/**
* @brief Get the occupied tiles bitfield for efficient tile occupancy checking.
* @return Pointer to the bitfield data, or nullptr if not available.
*
* Returns the raw bitfield where bit at index (row*column_count + col) indicates
* if that tile is occupied. Useful for caching the bitfield to avoid repeated
* GameStateW lookups in performance-critical code like MoveCommand.
*/
[[nodiscard]] auto GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<uint8_t>*;
};
} // namespace shardok
#endif // EAGLE0_GAMESTATEW_HPP
@@ -13,14 +13,12 @@
#include "ShardokException.hpp"
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/protobuf/net/eagle0/shardok/storage/action_result.pb.h"
namespace shardok {
using net::eagle0::shardok::storage::ActionResult;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using std::shared_ptr;
using std::vector;
using PercentileRollOdds = net::eagle0::shardok::storage::Odds;
@@ -21,7 +21,6 @@
#include "src/main/cpp/net/eagle0/shardok/library/actions/UpdateOpponentKnowledgeAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifierWithCoords.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit_location_cache/UnitLocationCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/PlayerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/WeatherHelpers.hpp"
@@ -38,11 +37,6 @@ using net::eagle0::shardok::storage::ShardokActionWithResultingState;
using GameStatusProto = net::eagle0::shardok::common::GameStatus;
using TileModifierProto = net::eagle0::shardok::common::TileModifier;
[[nodiscard]] auto ShardokEngine::GetCurrentGameState() const
-> net::eagle0::shardok::storage::fb::GameState const * {
return gameState.Get();
}
[[nodiscard]] auto ShardokEngine::GetCurrentGameStateBytes() const -> byte_vector {
return gameState.ToByteVector();
}
@@ -98,10 +92,7 @@ void ShardokEngine::ApplyAndAddActionResults(const vector<ActionResultProto> &re
}
void ShardokEngine::ApplyAndAddActionResult(const ActionResultProto &result) {
MutatingApplyResult(gameState, result, settingsGetter);
// Clear the unit location cache since the game state has been modified
UnitLocationCache::clearCache();
gameState = ApplyResult(std::move(gameState), result, settingsGetter);
if (trackHistory) {
actionHistory.emplace_back();
@@ -118,7 +109,7 @@ ShardokEngine::ShardokEngine(
settingsGetter(settings->GetGetter()),
availableCommandsFactory(
AvailableCommandsFactory::MakeAvailableCommandsFactory(settingsGetter)),
gameState(fb::GameStateW::FromByteString(history.back().state_after_fb())),
gameState(GameStateW::FromByteString(history.back().state_after_fb())),
trackHistory(trackHistory),
actionHistory(history),
criticalTileCoords(gameState->hex_map()) {}
@@ -188,7 +179,7 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
const ShardokActionWithResultingState &awrs : newHistory) {
GameStateView viewAfter = GameStateFilteredForPlayer(
settingsGetter,
fb::GameStateW::FromByteString(awrs.state_after_fb()),
GameStateW::FromByteString(awrs.state_after_fb()),
askingPlayer);
if (auto filteredResult = ActionResultFilteredForPlayer(
@@ -201,7 +192,7 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
filteredResult.has_value()) {
filteredHistory.push_back(*filteredResult);
}
previousState = fb::GameStateW::FromByteString(awrs.state_after_fb());
previousState = GameStateW::FromByteString(awrs.state_after_fb());
previousStatePtr = previousState.Get();
previousView = viewAfter;
}
@@ -464,7 +455,7 @@ void ShardokEngine::HandleActionResult(
const Coords modifiedCoords = FromCoordsProto(modifierWithCoords.coords());
const TileModifierProto &modifier = modifierWithCoords.modifiers();
const Unit *occupant = OccupantFast(GetCurrentGameState(), modifiedCoords);
const Unit *occupant = gameState.GetOccupant(modifiedCoords);
// Check for swept away hero
if (const Terrain *terrain = GetTerrain(GetCurrentGameState()->hex_map(), modifiedCoords);
occupant && IsWater(terrain->type()) && !IsTraversible(modifier) &&
@@ -591,6 +582,7 @@ void AddUnits(vector<net::eagle0::shardok::storage::ResolvedUnit> &to, const Uni
break;
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
ru.set_status(
net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_NEVER_ENTERED_UNIT);
break;
@@ -608,7 +600,7 @@ auto ShardokEngine::EndGameUnits() const -> vector<net::eagle0::shardok::storage
"Trying to get the end game units before the game is over");
}
const auto *gs = GetCurrentGameState();
const auto &gs = GetCurrentGameState();
vector<net::eagle0::shardok::storage::ResolvedUnit> endgameUnits;
AddUnits(endgameUnits, *gs->units());
@@ -20,7 +20,6 @@
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/action_result_view.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/api/unit_view.pb.h"
@@ -35,7 +34,6 @@ using std::vector;
using net::eagle0::shardok::api::UnitView;
using PlayerInfoProto = net::eagle0::shardok::common::PlayerInfo;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using net::eagle0::shardok::storage::ShardokActionWithResultingState;
using HexMapProto = net::eagle0::shardok::common::HexMap;
@@ -62,15 +60,14 @@ private:
[[nodiscard]] auto HandleUnitFallingIntoWater(
const Terrain *terrain,
const net::eagle0::shardok::storage::fb::Unit *unit,
const fb::Unit *unit,
std::shared_ptr<RandomGenerator> randomGenerator) const -> vector<ActionResult>;
void HandleActionResult(
const ActionResult &actionResult,
const std::shared_ptr<RandomGenerator> &randomGenerator);
[[nodiscard]] auto GetUnit(const UnitId uid) const
-> const net::eagle0::shardok::storage::fb::Unit * {
[[nodiscard]] auto GetUnit(const UnitId uid) const -> const fb::Unit * {
return GetCurrentGameState()->units()->Get(uid);
}
@@ -114,8 +111,7 @@ public:
[[nodiscard]] auto GetGameStateAtStartOfAction(ActionId startingActionId) const -> GameStateW;
[[nodiscard]] auto GetCurrentGameState() const
-> net::eagle0::shardok::storage::fb::GameState const *;
[[nodiscard]] auto GetCurrentGameState() const -> const GameStateW & { return gameState; }
[[nodiscard]] auto GetCurrentGameStateBytes() const -> byte_vector;
@@ -129,7 +125,7 @@ public:
// Controller API
[[nodiscard]] auto GetGameHistory(ActionId lastUpdatedActionId) const
-> vector<net::eagle0::shardok::storage::ShardokActionWithResultingState>;
-> vector<ShardokActionWithResultingState>;
[[nodiscard]] auto GetUnfilteredHistoryCount() const -> size_t {
return actionHistory.size() + startingHistoryCount;
@@ -145,8 +141,7 @@ public:
[[nodiscard]] auto GetFilteredGameHistory(PlayerId askingPlayer) const
-> vector<net::eagle0::shardok::api::ActionResultView>;
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const
-> net::eagle0::shardok::api::UnitView;
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const -> UnitView;
void PostPlacementCommands(
PlayerId player,
@@ -179,7 +174,7 @@ public:
[[nodiscard]] auto GetMonth() const -> int { return GetCurrentGameState()->month(); }
[[nodiscard]] auto GetPlayerInfos() const -> vector<PlayerInfoProto> {
const auto *currentGameState = GetCurrentGameState();
const auto &currentGameState = GetCurrentGameState();
vector<PlayerInfoProto> protos{};
for (const auto *const piFB : *currentGameState->player_infos()) {
protos.push_back(fb::ToPlayerInfoProto(piFB));
@@ -187,18 +182,18 @@ public:
return protos;
}
auto GetGameStatus() const -> const net::eagle0::shardok::storage::fb::GameStatus * {
[[nodiscard]] auto GetGameStatus() const
-> const net::eagle0::shardok::storage::fb::GameStatus * {
return GetCurrentGameState()->status();
}
auto GetGameSettings() const -> GameSettingsSPtr { return gameSettings; }
[[nodiscard]] auto GetGameSettings() const -> GameSettingsSPtr { return gameSettings; }
static inline auto GameIsOver(const net::eagle0::shardok::storage::fb::GameStatus *status)
-> bool {
static inline auto GameIsOver(const fb::GameStatus *status) -> bool {
return (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY);
}
inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
[[nodiscard]] inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
};
} // namespace shardok
@@ -10,14 +10,10 @@
#define MeteorCastActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class MeteorCastActionFactory {
private:
const SettingsGetter settings;
@@ -28,7 +28,7 @@ auto PlayerSetupCommandFactory::AddAvailablePlaceAndHideUnitCommandsForOneUnit(
CoordsSet unusedStartingPositions(gameState->hex_map());
for (const Coords *possiblePosition : *thisUnitStartingPositions) {
if (!OccupantFast(gameState, *possiblePosition)) {
if (!gameState.GetOccupant(*possiblePosition)) {
unusedStartingPositions.Add(*possiblePosition);
}
}
@@ -37,7 +37,7 @@ auto PlayerSetupCommandFactory::AddAvailablePlaceAndHideUnitCommandsForOneUnit(
CoordsSet unusedHidingPositions(gameState->hex_map());
for (const Coords &possibleHidingPosition : GetAllCoords(gameState->hex_map())) {
if (!OccupantFast(gameState, possibleHidingPosition)) {
if (!gameState.GetOccupant(possibleHidingPosition)) {
const Terrain *terrain = GetTerrain(gameState->hex_map(), possibleHidingPosition);
if (AllowsHiding(terrain)) { unusedHidingPositions.Add(possibleHidingPosition); }
}
@@ -5,14 +5,12 @@
#ifndef EAGLE0_PLAYERSETUPCOMMANDFACTORY_HPP
#define EAGLE0_PLAYERSETUPCOMMANDFACTORY_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using Unit = net::eagle0::shardok::storage::fb::Unit;
class PlayerSetupCommandFactory {
@@ -5,13 +5,11 @@
#ifndef EAGLE0_UNDEADCHANGEACTIONFACTORY_HPP
#define EAGLE0_UNDEADCHANGEACTIONFACTORY_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class UndeadChangeActionFactory {
private:
@@ -81,11 +81,6 @@ private:
vector<shared_future<vector<int16_t>>> distances;
static void fill(
vector<std::unordered_map<size_t, std::shared_ptr<ActionPointDistances>>> &vec) {
for (int i = 0; i < 6; i++) { vec.emplace_back(); }
}
public:
explicit OnDemandActionPointDistances(
const HexMap *map,
@@ -4,12 +4,16 @@
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include <algorithm>
#include <chrono>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapHasher.hpp"
#define CACHE_STATS_LOGGING_ false
#define CACHE_STATS_FREQUENCY_SECONDS_ 1
namespace shardok {
@@ -19,32 +23,86 @@ thread_local ActionPointDistancesCache::TLSCache ActionPointDistancesCache::tlsC
#if CACHE_STATS_LOGGING_
// Thread-local statistics for performance monitoring
thread_local struct {
int persistentHits = 0;
int persistentMisses = 0;
int localHits = 0;
int localMisses = 0;
int sharedAccesses = 0;
int evictionEvents = 0;
int apdLoadedFromFile = 0;
int apdGeneratedFresh = 0;
std::chrono::steady_clock::time_point lastReportTime = std::chrono::steady_clock::now();
} cacheStats;
// Helper function to print stats periodically
static void MaybePrintCacheStats() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::seconds>(now - cacheStats.lastReportTime).count() >=
CACHE_STATS_FREQUENCY_SECONDS_) {
printf("Thread cache stats: %d persistent hits, %d persistent misses, %d local hits, "
"%d local misses, %d shared accesses, %d eviction events, "
"%d APD loaded from file, %d APD generated fresh\n",
cacheStats.persistentHits,
cacheStats.persistentMisses,
cacheStats.localHits,
cacheStats.localMisses,
cacheStats.sharedAccesses,
cacheStats.evictionEvents,
cacheStats.apdLoadedFromFile,
cacheStats.apdGeneratedFresh);
cacheStats.lastReportTime = now;
}
}
#endif
class BadHashException : public std::exception {
class BadHashException final : public std::exception {
public:
BadHashException() = default;
[[nodiscard]] auto what() const noexcept -> const char* override { return "Bad map hash!"; };
};
constexpr int kBattalionTypeCount = 6;
// Helper function to check if any ice is present on the map
static auto HasIceOnMap(const HexMap* map) -> bool {
return std::ranges::any_of(*map->terrain(), [](const auto* terrain) {
return terrain->modifier().ice().present();
});
}
ActionPointDistancesCache::ActionPointDistancesCache() {
bravingDistances.resize(kBattalionTypeCount);
noBravingDistances.resize(kBattalionTypeCount);
// Helper function to create a copy of the map with all ice removed
// This ensures AI pathfinding treats ice as impassable water
// This should only be called if ice is present on the map
static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
using namespace flatbuffers;
using namespace net::eagle0::shardok::storage::fb;
// First, create a full copy using the efficient memcpy approach
auto mapCopy = fb::CopyHexMap(map);
// Now modify the ice on the mutable copy
auto* mutableMap = mapCopy.Get();
const auto* terrainVec = mutableMap->mutable_terrain();
for (size_t i = 0; i < terrainVec->size(); i++) {
// Only process tiles with ice
if (auto* terrain = terrainVec->GetMutableObject(i); terrain->modifier().ice().present()) {
terrain->mutable_modifier().mutable_ice().mutate_present(false);
terrain->mutable_modifier().mutable_ice().mutate_integrity(0.0f);
}
}
// Recompute the modifier hash using the canonical function
// This ensures consistency with the standard hash computation
mutableMap->mutate_modifier_hash(GetModifierHash(mutableMap));
return mapCopy;
}
auto ActionPointDistancesCache::MakeCacheKey(
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey {
const bool includeBravingWater,
const int braveWaterActionPointCost) -> FullCacheKey {
return FullCacheKey{
mapId,
static_cast<int>(battalionType->typeId),
@@ -58,6 +116,21 @@ auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
return MapId{.terrainTypesId = map->base_hash(), .modifierId = modifierId};
}
void ActionPointDistancesCache::ConsolidateThreadLocalCache_Racy() {
persistentCache.insert(std::begin(sharedCache), std::end(sharedCache));
sharedCache.clear();
// Clear the current thread's cache since persistent cache now has everything
tlsCache.clear();
}
ActionPointDistancesCache::~ActionPointDistancesCache() {
// We own the ActionPointDistances pointers in the persistent cache and in the shared cache.
for (const auto& [key, value] : persistentCache) { delete value; }
for (const auto& [key, value] : sharedCache) { delete value; }
}
auto ActionPointDistancesCache::GetRaw(
const HexMap* map,
@@ -65,43 +138,96 @@ auto ActionPointDistancesCache::GetRaw(
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> const ActionPointDistances* {
// Create cache key using helper method
// Create cache key first - check cache before expensive ice-clearing operation
auto cacheKey =
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
// Check the persistent map first
if (auto persistentIt = persistentCache.find(cacheKey); persistentIt != persistentCache.end()) {
#if CACHE_STATS_LOGGING_
cacheStats.persistentHits++;
MaybePrintCacheStats();
#endif
// Return directly from persistent cache without TLS insertion
// This avoids the overhead of thread-local storage operations on hot path
return persistentIt->second;
}
#if CACHE_STATS_LOGGING_
cacheStats.persistentMisses++;
#endif
// Check thread-local cache first (no locks needed!)
auto localIt = tlsCache.find(cacheKey);
if (localIt != tlsCache.end()) {
if (auto localIt = tlsCache.find(cacheKey); localIt != tlsCache.end()) {
#if CACHE_STATS_LOGGING_
cacheStats.localHits++;
// Print stats every 100 requests to monitor effectiveness
if ((cacheStats.localHits + cacheStats.localMisses) % 100 == 0) {
printf("Thread cache stats: %d local hits, %d misses, %d shared accesses, %d eviction "
"events\n",
cacheStats.localHits,
cacheStats.localMisses,
cacheStats.sharedAccesses,
cacheStats.evictionEvents);
}
MaybePrintCacheStats();
#endif
return localIt->second.rawPtr; // Raw pointer - zero overhead access!
return localIt->second; // Raw pointer - zero overhead access!
}
#if CACHE_STATS_LOGGING_
cacheStats.localMisses++;
#endif
// Thread-local cache miss - access shared cache
auto result = GetFromSharedCache(
map,
mapId,
// Check shared cache before expensive ice-clearing operation
const ActionPointDistances* sharedResult;
if (sharedCache.if_contains(cacheKey, [&sharedResult](const auto& kv) {
sharedResult = kv.second;
})) {
#if CACHE_STATS_LOGGING_
cacheStats.sharedAccesses++;
#endif
// Cache hit in shared cache - store in thread-local cache and return
tlsCache.emplace(cacheKey, sharedResult);
#if CACHE_STATS_LOGGING_
MaybePrintCacheStats();
#endif
return sharedResult;
}
// Cache miss in both caches - need to create ice-cleared map for pathfinding computation
const bool hasIce = HasIceOnMap(map);
// Declaring here to keep the copied map in scope
const HexMap* mapToUse = map;
if (hasIce) {
// Create ice-cleared map for pathfinding
// This prevents AI from considering ice as a valid path toward enemies
fb::HexMapW iceClearedMap = CreateIceClearedMap(map);
mapToUse = iceClearedMap.Get();
}
// Create new pathfinding result using factory method
auto creationResult = FixedActionPointDistances::Create(
mapToUse,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
#if CACHE_STATS_LOGGING_
// Track whether this was loaded from file or generated fresh
if (creationResult.loadedFromFile) {
cacheStats.apdLoadedFromFile++;
} else {
cacheStats.apdGeneratedFresh++;
}
#endif
auto result = creationResult.apd;
// Store in shared cache
sharedCache.lazy_emplace_l(
cacheKey,
[](const auto& kv) { /* already checked above */ },
[=](const auto& ctor) { ctor(cacheKey, result); });
// Cache result locally for future lookups by this thread
// Store both shared_ptr and raw pointer for hybrid access
tlsCache.emplace(cacheKey, CacheEntry(result));
tlsCache.emplace(cacheKey, result);
// Prevent unbounded cache growth - limit to reasonable size
if (tlsCache.size() > 100) {
@@ -115,46 +241,7 @@ auto ActionPointDistancesCache::GetRaw(
tlsCache.erase(tlsCache.begin(), it);
}
return result.get();
}
auto ActionPointDistancesCache::GetFromSharedCache(
const HexMap* map,
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> std::shared_ptr<ActionPointDistances> {
#if CACHE_STATS_LOGGING_
cacheStats.sharedAccesses++;
#endif
auto& vec = includeBravingWater ? bravingDistances : noBravingDistances;
auto& distancesMap = vec[battalionType->typeId];
shared_ptr<ActionPointDistances> toReturn;
// Try shared read lock first (multiple threads can read simultaneously)
if (distancesMap.if_contains(mapId, [&toReturn](const auto& kv) { toReturn = kv.second; })) {
return toReturn;
}
// Cache miss - need to create new entry with exclusive access
distancesMap.lazy_emplace_l(
mapId,
[&toReturn](const auto& kv) { toReturn = kv.second; },
[=, &toReturn](const auto& ctor) {
auto newDistances = std::make_shared<FixedActionPointDistances>(
map,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
ctor(mapId, newDistances);
toReturn = newDistances;
});
return toReturn;
return result;
}
void ActionPointDistancesCache::ClearThreadLocalCache() { tlsCache.clear(); }
@@ -20,21 +20,15 @@ namespace shardok {
using std::shared_ptr;
struct MapId {
int64_t terrainTypesId;
int64_t modifierId;
friend size_t hash_value(const MapId& id) {
return gtl::HashState::combine(0, id.terrainTypesId, id.modifierId);
}
uint64_t terrainTypesId;
uint64_t modifierId;
auto operator==(const MapId& other) const -> bool {
return terrainTypesId == other.terrainTypesId && modifierId == other.modifierId;
}
};
using APDKey = MapId;
// Extended key for thread-local cache that includes battalion type
// Unified cache key for both thread-safe and thread-local caches
struct FullCacheKey {
MapId mapId;
int battalionTypeId;
@@ -51,41 +45,18 @@ struct FullCacheKey {
// Hash function for FullCacheKey
struct FullCacheKeyHash {
size_t operator()(const FullCacheKey& key) const {
return gtl::HashState::combine(
hash_value(key.mapId),
key.battalionTypeId,
key.includeBravingWater,
key.braveWaterCost);
// Pack small fields into a single 64-bit value
uint64_t packed = (static_cast<uint64_t>(key.battalionTypeId) << 32) |
(static_cast<uint64_t>(key.braveWaterCost) << 1) |
(key.includeBravingWater ? 1 : 0);
// Hash MapId fields directly instead of going through hash_value(MapId)
return gtl::HashState::combine(0, key.mapId.terrainTypesId, key.mapId.modifierId, packed);
}
};
class ActionPointDistancesCache {
private:
using APDMap = gtl::parallel_flat_hash_map<
APDKey,
shared_ptr<ActionPointDistances>,
gtl::priv::hash_default_hash<APDKey>,
gtl::priv::hash_default_eq<APDKey>,
std::allocator<std::pair<const APDKey, shared_ptr<ActionPointDistances>>>,
6,
std::mutex>;
vector<APDMap> noBravingDistances;
vector<APDMap> bravingDistances;
// Thread-local cache storing both shared_ptr and raw pointer for hybrid access
// Lifetime guaranteed by shared cache ownership
struct CacheEntry {
shared_ptr<ActionPointDistances> sharedPtr;
const ActionPointDistances* rawPtr;
CacheEntry(shared_ptr<ActionPointDistances> ptr)
: sharedPtr(std::move(ptr)),
rawPtr(sharedPtr.get()) {}
};
using TLSCache = std::unordered_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
static thread_local TLSCache tlsCache;
// Helper to build cache key
static auto MakeCacheKey(
const MapId& mapId,
@@ -93,16 +64,40 @@ private:
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey;
// Private method for accessing shared cache with improved locking
auto GetFromSharedCache(
const HexMap* map,
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> shared_ptr<ActionPointDistances>;
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening. Owns the
// ActionPointDistances pointers, so it must be cleared.
using PersistentMap =
gtl::flat_hash_map<FullCacheKey, const ActionPointDistances*, FullCacheKeyHash>;
PersistentMap persistentCache{};
// Tier 2: thread-local cache. This stores items that are not yet in the persistent cache.
// Does NOT own the ActionPointDistances objects; they are also present in the shared cache.
using TLSCache =
gtl::flat_hash_map<FullCacheKey, const ActionPointDistances*, FullCacheKeyHash>;
static thread_local TLSCache tlsCache;
// Tier 3: shared cache. This is thread-safe and can be accessed concurrently. Does own the
// ActionPointDistances objects, so it must be cleared. Can be consolidated into the persistent
// cache when no reads are happening.
using APDMap = gtl::parallel_flat_hash_map<
FullCacheKey,
const ActionPointDistances*,
FullCacheKeyHash,
std::equal_to<FullCacheKey>,
std::allocator<std::pair<const FullCacheKey, const ActionPointDistances*>>,
6,
std::mutex>;
APDMap sharedCache{};
public:
explicit ActionPointDistancesCache();
explicit ActionPointDistancesCache() {
// Pre-size persistent cache to reduce hash collisions
persistentCache.reserve(128);
}
~ActionPointDistancesCache();
// Returns raw pointer for zero overhead access
// Lifetime guaranteed by shared cache ownership
@@ -115,6 +110,11 @@ public:
static auto GetMapId(const HexMap* map) -> MapId;
// Consolidate the thread-safe cache into the persistent cache and clear
// the current thread's local cache. This is only safe if we know reads
// are not happening from other threads.
void ConsolidateThreadLocalCache_Racy();
// Cache management methods
static void ClearThreadLocalCache();
static size_t GetThreadLocalCacheSize();
@@ -9,7 +9,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
// Dynamic thread count based on hardware capabilities
static const int ASYNC_COUNT = []() {
static const int ASYNC_COUNT = [] {
const int cores = static_cast<int>(std::thread::hardware_concurrency());
// Use cores-2 to leave room for OS and other processes, minimum 4 threads
const int threadCount = std::max(4, cores - 4);
@@ -26,14 +26,21 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
static thread_local byte_vector _scratch;
FixedActionPointDistances::FixedActionPointDistances(
FixedActionPointDistances::FixedActionPointDistances(const int8_t columnCount)
: ActionPointDistances(columnCount) {}
auto FixedActionPointDistances::Create(
const HexMap* map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost)
: ActionPointDistances(map->column_count()) {
int braveWaterActionPointCost) -> CreationResult {
// Create the object using private constructor
auto apd = new FixedActionPointDistances(map->column_count());
CreationResult result{.apd = apd, .loadedFromFile = false};
string path = "";
if (!cacheDirectory.empty()) {
@@ -55,22 +62,26 @@ FixedActionPointDistances::FixedActionPointDistances(
const int indexCount = map->row_count() * map->column_count();
if (!path.empty() && FilesystemUtils::FileExistsAtPath(path)) {
distances.resize(indexCount);
apd->distances.resize(indexCount);
// load from file
const auto& bytes = _scratch.ReplaceWithPath(path);
const auto* ptr = reinterpret_cast<const DIST_T*>(bytes.data());
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
distances[fromIndex].insert(distances[fromIndex].end(), &(ptr[0]), &(ptr[indexCount]));
apd->distances[fromIndex].insert(
apd->distances[fromIndex].end(),
&ptr[0],
&ptr[indexCount]);
ptr += indexCount;
}
result.loadedFromFile = true;
} else {
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
auto braveWaterPossibleCoords =
includeBravingWater ? BraveWaterPossibleCoords(map) : nullptr;
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
@@ -95,18 +106,20 @@ FixedActionPointDistances::FixedActionPointDistances(
});
}
distances.reserve(indexCount);
apd->distances.reserve(indexCount);
_scratch.clear();
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
distances.insert(distances.end(), resultsVec.begin(), resultsVec.end());
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
for (const auto& r : resultsVec) { _scratch.append(r); }
}
if (!path.empty()) { FilesystemUtils::AtomicallySaveToPath(path, _scratch); }
}
return result;
}
} // namespace shardok
} // namespace shardok
@@ -17,31 +17,43 @@ using std::vector;
using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
class FixedActionPointDistances final : public ActionPointDistances {
public:
struct CreationResult {
const FixedActionPointDistances *apd;
bool loadedFromFile;
};
private:
vector<vector<DIST_T>> distances;
inline static string cacheDirectory = "";
// Private constructor - use Create factory method instead
explicit FixedActionPointDistances(int8_t columnCount);
public:
static void SetCacheDirectory(const string &newDir);
explicit FixedActionPointDistances(
// Factory method to create FixedActionPointDistances with metadata
static auto Create(
const HexMap *map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr &battalionType,
bool includeBravingWater,
int braveWaterActionPointCost = -1);
int braveWaterActionPointCost = -1) -> CreationResult;
~FixedActionPointDistances() override = default;
auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
[[nodiscard]] auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
return distances[fromIndex][toIndex];
}
auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
[[nodiscard]] auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
return Distance(ToIndex(from), ToIndex(to));
}
friend struct CreationResult;
};
} // namespace shardok
@@ -153,28 +153,60 @@ auto ApplyResults(
void MutatingAddUnits(GameStateW &mutatingState, const ActionResultProto &result) {
UnitId maxChangedUnitId = 0;
bool needsVectorExpansion = false;
bool needsReservedSlotConversion = false;
// First pass: check what kind of modifications we need
for (const auto &unitBytes : result.changed_units_fb()) {
const auto *unit = (Unit *)unitBytes.data();
maxChangedUnitId = std::max(maxChangedUnitId, unit->unit_id());
if (unit->unit_id() >= mutatingState->units()->size()) {
// Unit ID beyond vector size - must expand
needsVectorExpansion = true;
break; // No point checking further
} else if (
mutatingState->units()->Get(unit->unit_id())->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT) {
// Unit wants to use a reserved slot
needsReservedSlotConversion = true;
}
}
if (maxChangedUnitId < mutatingState->units()->size()) {
// Early return if no modifications needed
if (!needsVectorExpansion && !needsReservedSlotConversion) { return; }
// If we need to expand the vector, go straight to slow path
if (needsVectorExpansion) {
int unitsNeeded = 1 + maxChangedUnitId - mutatingState->units()->size();
mutatingState = CopyWithExtraUnits(mutatingState, unitsNeeded);
return;
} else {
mutatingState = CopyWithExtraUnits(
mutatingState,
1 + maxChangedUnitId - mutatingState->units()->size());
}
// Otherwise, we just need to convert reserved slots (fast path)
if (needsReservedSlotConversion) {
// Convert reserved slots to real units in place
// We only need to process the units that are being changed
for (const auto &unitBytes : result.changed_units_fb()) {
const auto *unit = (Unit *)unitBytes.data();
auto *mutableUnit = mutatingState->mutable_units()->GetMutableObject(unit->unit_id());
if (mutableUnit->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT) {
// Convert this reserved slot to a real unit
mutableUnit->mutate_status(
net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
// The calling code will set the specific values it needs
}
}
}
}
auto ApplyResult(
const GameStateW &startingState,
GameStateW startingState,
const ActionResultProto &result,
const SettingsGetter &settings) -> GameStateW {
auto endGS = startingState;
MutatingApplyResult(endGS, result, settings);
return endGS;
MutatingApplyResult(startingState, result, settings);
return startingState;
}
void MutatingApplyResult(
@@ -306,10 +338,18 @@ void MutatingApplyResult(
settings);
}
fb::ApplyUnit(
mutatingGameState->units()->GetMutableObject(changedUnit->unit_id()),
changedUnit,
status);
// Capture old position before applying changes
auto *mutableUnit = mutatingGameState->units()->GetMutableObject(changedUnit->unit_id());
const auto oldLocation = mutableUnit->location();
fb::ApplyUnit(mutableUnit, changedUnit, status);
// Update occupied tiles bitfield if position changed
const auto &newLocation = changedUnit->location();
if (oldLocation.row() != newLocation.row() ||
oldLocation.column() != newLocation.column()) {
mutatingGameState.UpdateOccupiedTile(oldLocation, newLocation);
}
if (battalionSizeBefore != battalionSizeAfter) {
if (changedUnit->battalion().type() ==
@@ -11,13 +11,11 @@
#include <flatbuffers/flatbuffers.h>
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/protobuf/net/eagle0/shardok/storage/action_result.pb.h"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using ActionResultProto = net::eagle0::shardok::storage::ActionResult;
// flatbuffers
@@ -26,7 +24,7 @@ void MutatingApplyResult(
const ActionResultProto& actionResult,
const SettingsGetter& settings);
auto ApplyResult(
const GameStateW& startingState,
GameStateW startingState,
const ActionResultProto& actionResult,
const SettingsGetter& settings) -> GameStateW;
auto ApplyResults(
@@ -12,11 +12,10 @@ cc_library(
deps = [
":game_state_copier",
":unit_helpers",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/map:hex_map_hasher",
"//src/main/cpp/net/eagle0/shardok/library/unit",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_cc_proto",
],
)
@@ -27,8 +26,7 @@ cc_library(
hdrs = ["GameStateCopier.hpp"],
copts = COPTS,
deps = [
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
],
)
@@ -4,6 +4,8 @@
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/GameStateCopier.hpp"
#include <cstring>
namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
@@ -14,12 +16,57 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
net::eagle0::shardok::storage::fb::GameStateT endGST;
startGS->UnPackTo(&endGST);
for (int i = 0; i < additionalCount; i++) {
// Add the requested units plus some extra slack for future use
int extraSlack = std::max(5, additionalCount * 2);
for (int i = 0; i < additionalCount + extraSlack; i++) {
Unit unit;
unit.mutate_unit_id(endGST.units.size());
unit.mutate_unit_id(static_cast<int16_t>(endGST.units.size()));
if (i < additionalCount) {
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
} else {
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT);
// Set safe defaults for reserved slots
unit.mutate_player_id(-1);
unit.mutate_eagle_player_id(-1);
unit.mutable_location().mutate_row(-1);
unit.mutable_location().mutate_column(-1);
}
endGST.units.push_back(unit);
}
// Copy occupied tiles bitfield from original GameState (much faster than O(n) rebuild)
if (startGS->occupied_tiles() && startGS->hex_map()) {
const size_t originalBitfieldSize = startGS->occupied_tiles()->size();
endGST.occupied_tiles.resize(originalBitfieldSize);
// Fast O(bitfield_bytes) copy instead of O(units) rebuild
std::memcpy(
endGST.occupied_tiles.data(),
startGS->occupied_tiles()->data(),
originalBitfieldSize);
} else if (endGST.hex_map) {
// Fallback: create new bitfield only if original doesn't have one
const int16_t rowCount = endGST.hex_map->row_count;
const int16_t columnCount = endGST.hex_map->column_count;
const size_t mapSize = rowCount * columnCount;
const size_t bitfieldSize = (mapSize + 7) / 8; // Ceiling division
endGST.occupied_tiles.resize(bitfieldSize, 0); // Initialize all bits to 0 (empty)
// Populate bitfield based on unit positions (O(n) fallback)
for (const auto& unit : endGST.units) {
if (unit.status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
const auto& location = unit.location();
if (location.row() >= 0 && location.row() < rowCount && location.column() >= 0 &&
location.column() < columnCount) {
const size_t tileIndex = location.row() * columnCount + location.column();
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
endGST.occupied_tiles[byteIndex] |= (1 << bitOffset); // Set the bit
}
}
}
}
flatbuffers::FlatBufferBuilder newFbb;
newFbb.ForceDefaults(true);
newFbb.Finish(net::eagle0::shardok::storage::fb::GameState::Pack(newFbb, &endGST));
@@ -5,13 +5,10 @@
#ifndef EAGLE0_GAMESTATECOPIER_HPP
#define EAGLE0_GAMESTATECOPIER_HPP
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> GameStateW;
} // namespace shardok
@@ -8,15 +8,12 @@
#include <optional>
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class EndPlayerSetupCommand : public ShardokCommand {
private:
const PlayerId nextPid;
@@ -78,7 +78,7 @@ auto FallIntoWaterAction::AdjacentsWithTerrain(
vector<AdjacentWithTerrain> vec{};
for (const Coords &adjCoords : adjacentCoords) {
const auto *possibleOccupant = OccupantFast(gameState, adjCoords);
const auto *possibleOccupant = Occupant(gameState->units(), adjCoords);
if (possibleOccupant &&
(possibleOccupant->player_id() == playerId || !possibleOccupant->hidden())) {
continue;
@@ -150,8 +150,7 @@ auto FallIntoWaterAction::InternalExecute(
Terrain bestTerrain{};
for (const auto &adjWithTerrain : adjacentCoordsAndTerrain) {
const auto *possibleOccupant =
OccupantFast(currentState, adjWithTerrain.adjacentCoords);
const auto *possibleOccupant = currentState.GetOccupant(adjWithTerrain.adjacentCoords);
if (possibleOccupant && (possibleOccupant->player_id() == fallerAfter.player_id() ||
!possibleOccupant->hidden())) {
continue;
@@ -172,7 +171,7 @@ auto FallIntoWaterAction::InternalExecute(
}
}
if (found && !OccupantFast(currentState, bestCoords)) {
if (found && !currentState.GetOccupant(bestCoords)) {
PercentileRollOdds odds = EscapeChance(
baseEscapeOdds,
bestTerrain,
@@ -33,6 +33,7 @@ auto IsResolved(const net::eagle0::shardok::storage::fb::UnitStatus status) -> b
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT: return false;
}
@@ -182,7 +183,7 @@ auto MeteorCastAction::PerformOneActorCast(
results.push_back(mainResult);
const Coords target = actorBefore->attached_hero().profession_info().cast_target();
const Unit *possibleOccupant = OccupantFast(runningGameState, target);
const Unit *possibleOccupant = runningGameState.GetOccupant(target);
const Terrain *targetTerrain = GetTerrain(startingGameState->hex_map(), target);
if (possibleOccupant) {
// Direct damage action
@@ -247,7 +248,7 @@ auto MeteorCastAction::PerformOneActorCast(
for (const Coords &splashCoords : adjacentCoords) {
const auto &splashTerrain = GetTerrain(runningGameState->hex_map(), splashCoords);
const Unit *splashOccupant = OccupantFast(runningGameState, splashCoords);
const Unit *splashOccupant = runningGameState.GetOccupant(splashCoords);
if (splashOccupant) {
MeteorUnitDamageAction splashUnitDamageAction(
settings,
@@ -300,7 +301,7 @@ auto MeteorCastAction::PerformOneActorCast(
// Check for fallen heroes
for (const Coords &coords : destroyedBridgeOrIceTiles) {
const auto *maybeOccupant = OccupantFast(runningGameState, coords);
const auto *maybeOccupant = runningGameState.GetOccupant(coords);
if (maybeOccupant) {
const BattalionTypeSPtr &battalionType =
settings.GetBattalionType(maybeOccupant->battalion().type());
@@ -12,15 +12,12 @@
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
using Unit = net::eagle0::shardok::storage::fb::Unit;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class MeteorCastAction : public ShardokAction {
private:
@@ -11,18 +11,16 @@
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/FireOutActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/FireSpreadActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/IceAndSnowAdjustmentActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/UndeadChangeActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
class NewRoundAction : public ShardokAction {
@@ -13,8 +13,6 @@
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class PerformUndeadCommandsAction : public ShardokAction {
private:
[[nodiscard]] auto InternalExecute(
@@ -7,13 +7,11 @@
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer//net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class StartPlayerTurnAction : public ShardokAction {
private:
@@ -5,7 +5,6 @@
#include "UpdateGameStatusAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_status.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
@@ -230,7 +229,7 @@ auto UpdateGameStatusAction::InternalExecute(
// Check for attacker occupying castles & towns
bool foundUncontrolledCriticalTile = false;
for (const auto& criticalTile : criticalTileLocations) {
const auto* possibleOccupant = OccupantFast(gameState, criticalTile);
const auto* possibleOccupant = currentState.GetOccupant(criticalTile);
if (!possibleOccupant) {
foundUncontrolledCriticalTile = true;
@@ -39,7 +39,7 @@ auto UpdateOpponentKnowledgeAction::InternalExecute(
for (const Coords &adjCoords :
HexMapUtils::GetAdjacentCoords(currentState->hex_map(), unit->location())) {
const auto &occupantOptional = Occupant(currentState->units(), adjCoords);
const auto &occupantOptional = currentState.GetOccupant(adjCoords);
if (occupantOptional && occupantOptional->player_id() != unitPid) {
MutatingBumpOpponentKnowledge(
&unitAfter,
@@ -425,6 +425,7 @@ cc_library(
deps = [
"//src/main/cpp/net/eagle0/shardok/library:battalion_type",
"//src/main/cpp/net/eagle0/shardok/library:shardok_command",
"//src/main/cpp/net/eagle0/shardok/library/action_result_applier",
"//src/main/cpp/net/eagle0/shardok/library/actions:defensive_ambush_action",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/unit",
@@ -7,15 +7,13 @@
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/MeteorCastActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class EndTurnCommand : public ShardokCommand {
protected:
[[nodiscard]] auto InternalExecute(
@@ -40,7 +40,7 @@ auto HideCommand::InternalExecute(
hideResult.mutable_player()->set_value(GetPlayerId());
hideResult.mutable_actor()->set_value(actorId);
const auto *occupant = Occupant(currentState->units(), target);
const auto *occupant = currentState.GetOccupant(target);
if (occupant) {
auto occupantAfter = *occupant;
occupantAfter.mutate_hidden(false);
@@ -56,7 +56,7 @@ auto HideCommand::InternalExecute(
vector<Unit> adjacentEnemyRangers{};
for (const auto &adjCoords :
HexMapUtils::GetAdjacentCoords(currentState->hex_map(), target)) {
const auto *oneOverOccupant = Occupant(currentState->units(), adjCoords);
const auto *oneOverOccupant = currentState.GetOccupant(adjCoords);
if (!oneOverOccupant) continue;
PlayerId occupantPid = oneOverOccupant->player_id();
if (occupantPid == GetPlayerId()) continue;
@@ -230,7 +230,7 @@ auto HolyWaveCommand::InternalExecute(
auto allyPids = AlliedPids(runningState, GetPlayerId());
for (const auto &coords :
HexMapUtils::GetAdjacentCoords(runningState->hex_map(), actorBefore->location())) {
const auto *occupant = Occupant(runningState->units(), coords);
const auto *occupant = runningState.GetOccupant(coords);
if (occupant) {
if (occupant->battalion().type() ==
net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD) {
@@ -6,6 +6,7 @@
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/actions/DefensiveAmbushAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
@@ -46,8 +47,8 @@ auto shardok::MoveCommand::InternalExecute(
Coords origin = mover.location();
vector<ActionResult> results{};
results.reserve(interimTargets.size());
GameStateW runningState = currentState;
for (const Coords& destination : interimTargets) {
const auto* destinationTerrain = GetTerrain(map, destination);
bool startedInEnemyZoc = enemyZocCoords.Contains(origin);
@@ -62,13 +63,19 @@ auto shardok::MoveCommand::InternalExecute(
bool isEligibleCharger = false;
bool wasHidden = mover.hidden();
const auto* occ = Occupant(allUnits, destination);
const auto* occ = currentState.GetOccupant(destination);
if (occ) {
// Tile is occupied -- ambush!
// Reconstruct the current state by applying results generated so far
GameStateW ambushState = currentState;
for (const auto& result : results) {
ambushState = ApplyResult(std::move(ambushState), result, settings);
}
auto ambusherRoll = generator->OpenEndedPercentile();
auto ambushResults =
DefensiveAmbushAction(occ->unit_id(), mover.unit_id(), ambusherRoll, settings)
.Execute(runningState, generator);
.Execute(ambushState, generator);
results.insert(std::end(results), std::begin(ambushResults), std::end(ambushResults));
break;
@@ -87,7 +94,7 @@ auto shardok::MoveCommand::InternalExecute(
}
for (const auto& adj : HexMapUtils::GetAdjacentCoords(map, destination)) {
const auto* occupant = Occupant(allUnits, adj);
const auto* occupant = currentState.GetOccupant(adj);
if (!occupant) continue;
if (occupant->player_id() == mover.player_id()) continue;
if (common::Contains(allyPids, occupant->player_id())) continue;
@@ -103,7 +110,7 @@ auto shardok::MoveCommand::InternalExecute(
mover.attached_hero().profession_info().profession() ==
net::eagle0::shardok::storage::fb::Profession_RANGER) {
for (const auto& adj : HexMapUtils::GetAdjacentCoords(map, destination)) {
auto occupant = Occupant(allUnits, adj);
auto occupant = currentState.GetOccupant(adj);
if (!occupant) continue;
if (occupant->player_id() == mover.player_id()) continue;
if (common::Contains(allyPids, occupant->player_id())) continue;
@@ -158,18 +165,10 @@ auto shardok::MoveCommand::InternalExecute(
if (!wasHidden && mover.hidden()) moveResult.add_became_hidden_units(mover.unit_id());
AddChangedUnit(moveResult, mover);
results.push_back(moveResult);
results.push_back(std::move(moveResult));
// Apply the changes to the mover back to the running state in case we get ambushed
auto* runningStateMover =
runningState->mutable_units()->GetMutableObject(mover.unit_id());
runningStateMover->mutable_location().mutate_row(mover.location().row());
runningStateMover->mutable_location().mutate_column(mover.location().column());
runningStateMover->mutate_remaining_action_points(mover.remaining_action_points());
if (mover.has_attached_hero()) {
runningStateMover->mutable_attached_hero().mutate_vigor(
mover.attached_hero().vigor());
}
// Update origin for next iteration
origin = destination;
}
}
@@ -50,7 +50,7 @@ auto RaiseDeadCommand::InternalExecute(
auto &mutableActingHero = actorAfter.mutable_attached_hero();
const auto *occupant = Occupant(currentState->units(), target);
const auto *occupant = currentState.GetOccupant(target);
if (!occupant && PercentileRollSucceeds(odds, roll)) {
result.set_type(ActionType::RAISED_UNDEAD);
@@ -62,9 +62,14 @@ auto RaiseDeadCommand::InternalExecute(
*GetTerrain(currentState->hex_map(), target));
UnitId nextUnitId = currentState->units()->size();
// Find the next available unit ID that is a reserved slot
while (nextUnitId > 0 &&
currentState->units()->Get(nextUnitId - 1)->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT) {
nextUnitId--;
}
newUnit.mutate_unit_id(nextUnitId);
AddChangedUnit(result, newUnit);
mutableActingHero.mutable_control_info().mutate_controlled_unit_id(nextUnitId);
mutableActingHero.mutable_control_info().mutate_controlled_this_round(true);
@@ -63,7 +63,7 @@ auto ReduceCommand::InternalExecute(
damageGiven);
*result.add_changed_tile_modifiers() = MakeTmc(target, modifierAfter);
const Unit* targetOccupant = Occupant(currentState->units(), target);
const Unit* targetOccupant = currentState.GetOccupant(target);
if (targetOccupant) {
CombatDamage unitDamageGiven =
CombatDamage::Builder()
@@ -60,7 +60,7 @@ auto ScoutCommand::InternalExecute(
AddChangedUnit(result, actorAfter);
const auto* directUnit = Occupant(currentState->units(), target);
const auto* directUnit = currentState.GetOccupant(target);
if (directUnit) {
auto possibleTarget =
@@ -70,7 +70,7 @@ auto ScoutCommand::InternalExecute(
for (const auto& adjacentCoords :
HexMapUtils::GetAdjacentCoords(currentState->hex_map(), target)) {
const auto* adjacentUnit = Occupant(currentState->units(), adjacentCoords);
const auto* adjacentUnit = currentState.GetOccupant(adjacentCoords);
auto adjacentTarget =
InternalScoutOneTile(actor, adjacentUnit, scoutAdjacentKnowledgeIncrement);
if (adjacentTarget.has_value()) { AddChangedUnit(result, adjacentTarget.value()); }
@@ -22,16 +22,17 @@ cc_library(
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai:__pkg__",
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
"//src/test/cpp/net/eagle0/shardok:__subpackages__",
],
deps = [
":hex_map_helpers",
":invalid_proto_exception",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/common:game_status_cc_proto",
"//src/main/protobuf/net/eagle0/shardok/common:hex_map_cc_proto",
"//src/main/protobuf/net/eagle0/shardok/common:player_info_cc_proto",
@@ -53,6 +54,7 @@ cc_library(
":terrain_helpers",
"//src/main/cpp/net/eagle0/common:byte_hasher",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library/map:hex_map_hasher",
"//src/main/flatbuffer/net/eagle0/shardok/storage:hex_map_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/common:hex_map_cc_proto",
],
@@ -143,8 +143,21 @@ auto SetupInitialGameState(
}
auto playerInfoOffsets = fbb.CreateVectorOfSortedTables(&playerInfoVec);
// Count necromancers to determine slack space needed
int necromancerCount = 0;
for (const auto& unit : units) {
if (unit.has_attached_hero() &&
unit.attached_hero().profession_info().profession() ==
net::eagle0::shardok::storage::fb::Profession_NECROMANCER) {
necromancerCount++;
}
}
// Add slack units: 3 per necromancer, minimum 5 for general use
int slackUnits = std::max(5, necromancerCount * 3);
auto unitsVec = vector<Unit>();
unitsVec.reserve(units.size());
unitsVec.reserve(units.size() + slackUnits);
for (const auto& unit : units) {
Unit modifiedUnit = unit;
// FIXME: this stuff should be set up in first action result
@@ -167,6 +180,20 @@ auto SetupInitialGameState(
unitsVec.push_back(modifiedUnit);
}
// Add slack units for future expansion (e.g., necromancer raise dead)
for (int i = 0; i < slackUnits; i++) {
Unit slackUnit;
slackUnit.mutate_unit_id(static_cast<int16_t>(units.size() + i));
slackUnit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT);
// Set other required fields to safe defaults
slackUnit.mutate_player_id(-1);
slackUnit.mutate_eagle_player_id(-1);
slackUnit.mutable_location().mutate_row(-1);
slackUnit.mutable_location().mutate_column(-1);
unitsVec.push_back(slackUnit);
}
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
vector<UnitId> possibleChargeeIdsVec = {-1, -1, -1, -1, -1, -1};
@@ -9,10 +9,9 @@
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/game_status.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/common/hex_map.pb.h"
@@ -23,7 +22,6 @@ namespace shardok::fb {
using std::vector;
using HexMapProto = net::eagle0::shardok::common::HexMap;
using PlayerInfoProto = net::eagle0::shardok::common::PlayerInfo;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using net::eagle0::shardok::storage::fb::GameState;
using net::eagle0::shardok::storage::fb::GameStatus;
using net::eagle0::shardok::storage::fb::PlayerInfo;
@@ -8,6 +8,7 @@
#include "TileModifierHelpers.hpp"
#include "src/main/cpp/net/eagle0/common/ByteHasher.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/TerrainHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapHasher.hpp"
namespace shardok::fb {
@@ -147,15 +148,13 @@ auto ConvertHexMapProto(
terrainVec.reserve(mapProto.terrain_size());
const bool calculateHash = mapProto.base_hash() == 0;
int64_t terrainHash = calculateHash ? FNV_OFFSET_BASIS : mapProto.base_hash();
int64_t modifierHash = calculateHash ? FNV_OFFSET_BASIS : mapProto.modifier_hash();
uint64_t terrainHash = calculateHash ? FNV_OFFSET_BASIS : mapProto.base_hash();
uint64_t modifierHash = calculateHash ? FNV_OFFSET_BASIS : mapProto.modifier_hash();
for (const auto& terp : mapProto.terrain()) {
if (calculateHash) {
MixIn(terrainHash, terp.type());
const auto modByte = static_cast<int8_t>(
terp.modifier().has_ice() | terp.modifier().has_bridge() << 1 |
terp.modifier().has_fire() << 2 | terp.modifier().has_snow() << 3);
const auto modByte = shardok::ComputeModifierByteProto(terp.modifier());
MixIn(modifierHash, modByte);
if (terp.modifier().has_snow()) {
MixIn(modifierHash, static_cast<char>(terp.modifier().snow().integrity().value()));
@@ -17,17 +17,15 @@ public:
[[nodiscard]] auto what() const noexcept -> const char* override { return "Bad map hash!"; };
};
auto GetModifierHash(const HexMap* map) -> int64_t {
auto GetModifierHash(const HexMap* map) -> uint64_t {
if (map->base_hash() == 0) { throw BadHashException(); }
int64_t modifierId = FNV_OFFSET_BASIS;
uint64_t modifierId = FNV_OFFSET_BASIS;
for (const auto& t : *map->terrain()) {
const int8_t modByte =
t->modifier().ice().present() | t->modifier().bridge().present() << 1 |
t->modifier().fire().present() << 2 | t->modifier().snow().present() << 3;
const auto modByte = shardok::ComputeModifierByte(t->modifier());
MixIn(modifierId, modByte);
if (t->modifier().snow().present()) {
MixIn(modifierId, (char)(t->modifier().snow().integrity()));
MixIn(modifierId, static_cast<char>(t->modifier().snow().integrity()));
}
MixIn(modifierId, '/');
}
@@ -5,8 +5,6 @@
#ifndef HEXMAPHASHER_HPP
#define HEXMAPHASHER_HPP
#include <stdint.h>
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
// Uses Dijkstra's algorithm to calculate the distance from a tile to all other tiles
@@ -15,7 +13,25 @@
namespace shardok {
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
auto GetModifierHash(const HexMap* map) -> int64_t;
auto GetModifierHash(const HexMap* map) -> uint64_t;
// Helper function to compute modifier byte for consistent hashing
// Excludes ice from hash since AI pathfinding should ignore ice
// Compact bit layout: bridge=bit0, fire=bit1, snow=bit2
template<typename TileModifier>
auto ComputeModifierByte(const TileModifier& modifier) -> int8_t {
return static_cast<int8_t>(
modifier.bridge().present() | modifier.fire().present() << 1 |
modifier.snow().present() << 2);
}
// Overload for protobuf modifier
template<typename ProtoModifier>
auto ComputeModifierByteProto(const ProtoModifier& modifier) -> int8_t {
return static_cast<int8_t>(
modifier.has_bridge() | modifier.has_fire() << 1 | modifier.has_snow() << 2);
}
} // namespace shardok
#endif // HEXMAPHASHER_HPP
@@ -1,75 +0,0 @@
//
// UnitLocationCache.cpp
// Implementation of O(1) unit location cache
//
#include "UnitLocationCache.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
// Thread-local cache storage
thread_local std::unordered_map<
UnitLocationCacheKey,
std::unique_ptr<UnitLocationCacheEntry>,
UnitLocationCacheKeyHash>
UnitLocationCache::cache;
auto UnitLocationCache::buildCacheEntry(const GameState* gameState)
-> std::unique_ptr<UnitLocationCacheEntry> {
const auto* hexMap = gameState->hex_map();
const int rowCount = hexMap->row_count();
const int columnCount = hexMap->column_count();
auto entry = std::make_unique<UnitLocationCacheEntry>(rowCount, columnCount);
// Populate the cache by iterating through all units
const auto* units = gameState->units();
for (int unitIndex = 0; unitIndex < static_cast<int>(units->size()); ++unitIndex) {
const auto* unit = units->Get(unitIndex);
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
const auto& location = unit->location();
const int coordIndex = location.row() * columnCount + location.column();
// Bounds check to avoid crashes with corrupted data
if (coordIndex >= 0 && coordIndex < static_cast<int>(entry->unitsByLocation.size())) {
entry->unitsByLocation[coordIndex] = unitIndex;
}
}
}
return entry;
}
auto UnitLocationCache::getUnitAt(const GameState* gameState, const Coords& coords) -> const Unit* {
const UnitLocationCacheKey key(gameState);
// Check if we have a cached entry
auto it = cache.find(key);
if (it == cache.end()) {
// Build new cache entry
auto entry = buildCacheEntry(gameState);
it = cache.emplace(key, std::move(entry)).first;
}
const auto& entry = it->second;
const int index = coords.row() * entry->columnCount + coords.column();
// Bounds check
if (index < 0 || index >= static_cast<int>(entry->unitsByLocation.size())) { return nullptr; }
const int unitIndex = entry->unitsByLocation[index];
if (unitIndex == INVALID_UNIT_INDEX) { return nullptr; }
// Look up the unit by array index (O(1) in FlatBuffer)
return gameState->units()->Get(unitIndex);
}
auto UnitLocationCache::hasUnitAt(const GameState* gameState, const Coords& coords) -> bool {
return getUnitAt(gameState, coords) != nullptr;
}
auto UnitLocationCache::clearCache() -> void { cache.clear(); }
} // namespace shardok
@@ -1,96 +0,0 @@
//
// UnitLocationCache.hpp
// Cache for O(1) unit lookups by coordinate
//
#ifndef EAGLE0_UNITLOCATIONCACHE_HPP
#define EAGLE0_UNITLOCATIONCACHE_HPP
#include <memory>
#include <unordered_map>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
using Coords = net::eagle0::shardok::storage::fb::Coords;
using GameState = net::eagle0::shardok::storage::fb::GameState;
using Unit = net::eagle0::shardok::storage::fb::Unit;
using Units = flatbuffers::Vector<const Unit*>;
constexpr int INVALID_UNIT_INDEX = -1;
/**
* Cache key for the unit location cache based on game state pointer and version
*/
struct UnitLocationCacheKey {
const GameState* gameState;
size_t stateHash;
UnitLocationCacheKey(const GameState* gs)
: gameState(gs),
stateHash(std::hash<const void*>{}(gs)) {}
bool operator==(const UnitLocationCacheKey& other) const {
return gameState == other.gameState && stateHash == other.stateHash;
}
};
struct UnitLocationCacheKeyHash {
std::size_t operator()(const UnitLocationCacheKey& key) const { return key.stateHash; }
};
/**
* Cache entry containing the unit location array for a specific map
*/
struct UnitLocationCacheEntry {
std::vector<int> unitsByLocation;
int rowCount;
int columnCount;
UnitLocationCacheEntry(int rows, int cols)
: unitsByLocation(rows * cols, INVALID_UNIT_INDEX),
rowCount(rows),
columnCount(cols) {}
};
/**
* Thread-safe cache for O(1) unit location lookups
* Replaces the O(n) Occupant() function with array-based indexing
*/
class UnitLocationCache {
private:
static thread_local std::unordered_map<
UnitLocationCacheKey,
std::unique_ptr<UnitLocationCacheEntry>,
UnitLocationCacheKeyHash>
cache;
static auto buildCacheEntry(const GameState* gameState)
-> std::unique_ptr<UnitLocationCacheEntry>;
public:
/**
* Get the unit at the specified coordinates, or nullptr if no unit present
* O(1) lookup using array indexing
*/
static auto getUnitAt(const GameState* gameState, const Coords& coords) -> const Unit*;
/**
* Check if a unit exists at the specified coordinates
* O(1) lookup using array indexing
*/
static auto hasUnitAt(const GameState* gameState, const Coords& coords) -> bool;
/**
* Clear the cache (useful for testing)
*/
static auto clearCache() -> void;
};
} // namespace shardok
#endif // EAGLE0_UNITLOCATIONCACHE_HPP
@@ -41,7 +41,6 @@ cc_library(
":hex_cube_utils",
"//src/main/cpp/net/eagle0/common:container_utils",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/shardok/library:unit_location_cache",
"//src/main/cpp/net/eagle0/shardok/library/map:coordinates",
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
"//src/main/cpp/net/eagle0/shardok/library/map:hex_map_direction",
@@ -95,9 +94,8 @@ cc_library(
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_exception",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
],
)
@@ -5,11 +5,9 @@
#ifndef EAGLE0_GAMESTATEVALIDATOR_HPP
#define EAGLE0_GAMESTATEVALIDATOR_HPP
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
void Validate(const GameStateW &inState, const GameStateW &outState);
} // namespace shardok
@@ -11,7 +11,6 @@
#include "HexCubeUtils.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit_location_cache/UnitLocationCache.hpp"
namespace shardok {
@@ -691,20 +690,4 @@ auto KnownEnemyOccupant(
return nullptr;
}
auto KnownEnemyOccupantFast(
const PlayerId playerId,
const GameState *gameState,
const vector<PlayerId> &allyPids,
const Coords &coords) -> const Unit * {
const auto *occupant = UnitLocationCache::getUnitAt(gameState, coords);
if (occupant) {
if (!occupant->hidden() && occupant->player_id() != playerId &&
!common::Contains(allyPids, occupant->player_id())) {
return occupant;
}
}
return nullptr;
}
} // namespace shardok
@@ -16,7 +16,6 @@
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapDirection.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit_location_cache/UnitLocationCache.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/unit_view.pb.h"
@@ -98,7 +97,6 @@ auto CoordsAreValid(int rowCount, int columnCount, const Coords &coords) -> bool
[[nodiscard]] auto TwoAwayTilesUnblockedByMountains(const HexMap *map, const Coords &coords)
-> CoordsSet;
// DEPRECATED: Use OccupantFast for O(1) performance
static inline auto Occupant(const Units *units, const Coords &coords) -> const Unit * {
for (const auto &unit : *units) {
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
@@ -110,13 +108,6 @@ static inline auto Occupant(const Units *units, const Coords &coords) -> const U
return nullptr;
}
// Optimized O(1) version using UnitLocationCache
static inline auto OccupantFast(
const net::eagle0::shardok::storage::fb::GameState *gameState,
const Coords &coords) -> const Unit * {
return UnitLocationCache::getUnitAt(gameState, coords);
}
static inline auto Occupant(const Units &units, const Coords &coords) -> const Unit * {
for (const auto &unit : units) {
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
@@ -248,13 +239,6 @@ auto KnownEnemyOccupant(
const vector<PlayerId> &allyPids,
const Coords &coords) -> const Unit *;
// Optimized O(1) version using UnitLocationCache
auto KnownEnemyOccupantFast(
PlayerId playerId,
const net::eagle0::shardok::storage::fb::GameState *gameState,
const vector<PlayerId> &allyPids,
const Coords &coords) -> const Unit *;
template<class UnitContainer>
auto KnownEnemyOccupant(
PlayerId playerId,
@@ -48,7 +48,8 @@ auto GameStateFilteredForPlayer(
case net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT:
throw ShardokInternalErrorException("Unknown unit status");
@@ -98,6 +99,7 @@ auto GameStateFilteredForPlayer(
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT: break;
}
}
@@ -207,6 +207,23 @@ auto GameStateGuesser::GuessedState(
unitsVec.push_back(newUnit);
}
// Add 5 reserved slots for future expansion (e.g., necromancer raise dead)
UnitId nextReservedId = maxId + 2; // Start after any guessed defender unit
for (int i = 0; i < 5; i++) {
Unit reservedSlot;
reservedSlot.mutate_unit_id(nextReservedId + i);
reservedSlot.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT);
// Set other required fields to safe defaults
reservedSlot.mutate_player_id(-1);
reservedSlot.mutate_eagle_player_id(-1);
reservedSlot.mutable_location().mutate_row(-1);
reservedSlot.mutable_location().mutate_column(-1);
reservedSlot.mutate_has_attached_hero(false);
reservedSlot.mutate_commanding_unit_id(-1);
unitsVec.push_back(reservedSlot);
}
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto chargeeIdsVec = std::vector<UnitId>(
@@ -5,15 +5,13 @@
#ifndef EAGLE0_GAMESTATEGUESSER_HPP
#define EAGLE0_GAMESTATEGUESSER_HPP
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
namespace shardok {
using GameStateView = net::eagle0::shardok::api::GameStateView;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class GameStateGuesser {
public:
@@ -12,7 +12,6 @@
#include <functional>
#include <memory>
#include <shared_mutex>
#include <unordered_map>
#include <utility>
#include <vector>
@@ -84,7 +83,7 @@ private:
GameSettingsSPtr gameSettings;
std::shared_mutex runningControllersLock;
std::unordered_map<GameId, std::shared_ptr<ShardokGameController>> runningControllers;
gtl::flat_hash_map<GameId, std::shared_ptr<ShardokGameController>> runningControllers;
auto LockedCreateGame(
const std::shared_ptr<ShardokGameController> &controller,
@@ -16,19 +16,29 @@ include "weather.fbs";
namespace net.eagle0.shardok.storage.fb;
table GameState {
// 4-byte aligned scalar fields first
dead_count:int;
dead_armament:float;
// 2-byte aligned fields
eligible_charger_id:int16 = -1;
// 1-byte aligned fields grouped together
current_round:int8;
current_player:int8;
month:int8;
// Variable-size fields (vectors, tables, strings) last
units:[net.eagle0.shardok.storage.fb.Unit];
hex_map:net.eagle0.shardok.storage.fb.HexMap;
weather:net.eagle0.shardok.storage.fb.Weather;
dead_count:int;
dead_armament:float;
current_round:int8;
current_player:int8;
eligible_charger_id:int16 = -1;
possible_chargee_ids:[int16];
status:net.eagle0.shardok.storage.fb.GameStatus;
game_id:string;
player_infos:[net.eagle0.shardok.storage.fb.PlayerInfo];
month:int8;
// Bitfield cache: 1 bit per tile indicating occupancy. Bit at index (row*col_count + col)
occupied_tiles:[uint8];
game_id:string;
}
root_type GameState;
@@ -11,27 +11,35 @@ struct ControlInfo {
}
struct Hero {
// 4-byte fields first for alignment
eagle_hero_id:int;
unit_id:int16 (key);
is_vip:bool;
control_info:net.eagle0.shardok.storage.fb.ControlInfo (native_inline);
strength:int8;
strength_xp:int16;
agility:int8;
agility_xp:int16;
constitution:int8;
constitution_xp:int16;
charisma:int8;
charisma_xp:int16;
wisdom:int8;
wisdom_xp:int16;
integrity:int8;
ambition:int8;
gregariousness:int8;
bravery:int8;
vigor:float;
starting_vigor:float;
spent_vigor:float;
// 2-byte fields next for alignment
unit_id:int16 (key);
strength_xp:int16;
agility_xp:int16;
constitution_xp:int16;
charisma_xp:int16;
wisdom_xp:int16;
// 1-byte fields next for alignment
is_vip:bool;
strength:int8;
agility:int8;
constitution:int8;
charisma:int8;
wisdom:int8;
ambition:int8;
gregariousness:int8;
bravery:int8;
integrity:int8;
// Nested structs
control_info:net.eagle0.shardok.storage.fb.ControlInfo (native_inline);
profession_info:net.eagle0.shardok.storage.fb.ProfessionSpecificInfo (native_inline);
}
@@ -29,8 +29,8 @@ table HexMap {
defender_starting_positions:net.eagle0.shardok.storage.fb.StartingPositionList;
attacker_starting_positions:[net.eagle0.shardok.storage.fb.StartingPositionList];
monthly_weather:[net.eagle0.shardok.storage.fb.MonthlyWeather];
base_hash:int64; // The hash of the terrain types, not including modifiers
modifier_hash:int64; // The hash of the terrain modifiers
base_hash:uint64; // The hash of the terrain types, not including modifiers
modifier_hash:uint64; // The hash of the terrain modifiers
}
root_type HexMap;
@@ -18,12 +18,19 @@ enum UnitStatus : int8 {
NEVER_ENTERED_UNIT = 6,
OUTLAWED_UNIT = 7,
RESERVE_UNIT = 8,
RESERVED_SLOT = 9,
}
struct Unit {
eagle_player_id:int;
// 4-byte aligned fields first
food_remaining:float;
// 2-byte aligned fields
unit_id:int16(key);
commanding_unit_id:int16;
// 1-byte aligned fields grouped for better packing
eagle_player_id:int8;
player_id:int8;
remaining_action_points:int8;
stun_rounds_remaining:int8;
@@ -39,7 +46,8 @@ struct Unit {
can_archery:bool;
can_start_fire:bool;
opponent_knowledge:[int8:10];
food_remaining:float;
// Complex nested types last
attached_hero:net.eagle0.shardok.storage.fb.Hero;
location:net.eagle0.shardok.storage.fb.Coords (native_inline);
battalion:net.eagle0.shardok.storage.fb.Battalion (native_inline);
@@ -45,8 +45,8 @@ message HexMap {
repeated MonthlyWeather monthly_weather = 7;
// The hash of the terrain types, not including modifiers
int64 base_hash = 8;
fixed64 base_hash = 8;
// The hash of the modifiers
int64 modifier_hash = 9;
fixed64 modifier_hash = 9;
}
@@ -42,4 +42,6 @@ trait ClientTextStore {
id: ClientTextId,
addedFactionIds: Vector[FactionId]
): ClientTextStore
def withMovedBackToUnrequested(id: ClientTextId): ClientTextStore
}
@@ -182,6 +182,27 @@ case class ClientTextStoreImpl(
accessibleToIsSaved = false
)
}
def withMovedBackToUnrequested(id: ClientTextId): ClientTextStore =
incompleteTexts
.get(id)
.map { incomplete =>
copy(
unrequestedTexts = unrequestedTexts + (id -> UnrequestedClientText(
id = id,
requestedAfterHistoryCount = incomplete.requestedAfterHistoryCount,
llmRequest = incomplete.llmRequest
)),
incompleteTexts = incompleteTexts - id,
incompleteTextsAreSaved = false
)
}
.getOrElse {
println(
s"Warning: Attempted to move non-incomplete text $id back to unrequested"
)
this
}
}
object ClientTextStoreImpl {
@@ -138,6 +138,23 @@ object RandomHeroGenerator {
.map { ip => hero.copy(imagePath = ip) }
}
private def createOneWithNoProfession(
functionalRandom: FunctionalRandom,
gender: Gender,
remainingImagePathsByProfession: (Profession, Gender) => Set[String]
): RandomState[HeroC] =
heroWithBaseStats(gender, functionalRandom)
.continue { withNoProfession }
.continue { case (hero, nextRandom) =>
imagePathForProfessionAndGender(
random = nextRandom,
profession = hero.profession,
gender = gender,
remainingImagePathsByProfession = remainingImagePathsByProfession
)
.map { ip => hero.copy(imagePath = ip) }
}
// Caller should update remainingImagePathsByProfession based on the result
def createHeroes(
hids: Vector[HeroId],
@@ -180,6 +197,48 @@ object RandomHeroGenerator {
}
._1
// Create heroes with NoProfession for faction leaders during new game setup
def createHeroesWithNoProfession(
hids: Vector[HeroId],
functionalRandom: FunctionalRandom,
remainingImagePathsByProfession: (Profession, Gender) => Set[String],
date: Date
): RandomState[Vector[HeroGenerationResponse]] =
hids
.foldLeft(
RandomState(Vector[HeroGenerationResponse](), functionalRandom),
remainingImagePathsByProfession
) { case ((RandomState(accHeroes, fr), accPaths), hid) =>
gender(fr) match {
case RandomState(g, newFr) =>
createOneWithNoProfession(newFr, g, accPaths) match {
case RandomState(newHero, innerFr) =>
val nameTextId = s"hn_$hid"
(
RandomState(
accHeroes :+ HeroGenerationResponse(
hero = newHero.copy(
id = hid,
nameTextId = nameTextId,
backstoryVersions = Vector(
BackstoryVersion(
textId = s"hero_${hid}_backstory_0",
date = date
)
)
),
nameInfo = NameRequest(nameId = nameTextId, gender = g)
),
innerFr
),
(p: Profession, g: Gender) =>
accPaths(p, g) - newHero.imagePath
)
}
}
}
._1
private def imagePathForProfessionAndGender(
random: FunctionalRandom,
profession: Profession,
@@ -337,6 +337,16 @@ class GamesManager(
()
}
override def receiveStreamingLlmFailure(
llmRequest: GeneratedTextRequest
): Unit = this.synchronized {
synchronizedHandlePostResults(
gameControllerInfos(llmRequest.eagleGameId).controller
.postStreamingLlmFailure(llmRequest)
).postResults
()
}
override def aiPlayers(llmRequest: GeneratedTextRequest): Vector[FactionId] =
gameControllerInfos(llmRequest.eagleGameId).controller.aiClientFactionIds
@@ -82,7 +82,7 @@ import net.eagle0.eagle.library.actions.llm_prompt_generators.{
}
import java.io.FileWriter
import scala.concurrent.Future
import scala.concurrent.{ExecutionContext, Future}
sealed trait LlmResolverResult
case class LlmResolverDependencyNotSatisfied(notSatisfiedTextId: String)
@@ -102,6 +102,8 @@ object LlmResolver {
class LlmResolver(updateReceiver: LlmUpdateQueuingProxy, gptModelName: String) {
import LlmResolver.LlmRequestWithGameState
implicit val ec: ExecutionContext = ExecutionContext.global
private def newChatGptServiceImpl = new OpenAIChatCompletionsServiceImpl(
defaultModelName = gptModelName
)
@@ -216,19 +218,27 @@ class LlmResolver(updateReceiver: LlmUpdateQueuingProxy, gptModelName: String) {
log(llmRequest, prompt)
LlmResolverRequested {
chosenCaller.streamCompletion(
inputText = prompt,
partialCompletion = partialCompletion,
streamingConsumer = streamingResults =>
updateReceiver.receiveStreamingLlmResponse(
streamId = streamingResults.streamId,
llmResponse = LLMResponse(
llmRequest = llmRequest,
responseText = streamingResults.value
),
completed = streamingResults.completed
chosenCaller
.streamCompletion(
inputText = prompt,
partialCompletion = partialCompletion,
streamingConsumer = streamingResults =>
updateReceiver.receiveStreamingLlmResponse(
streamId = streamingResults.streamId,
llmResponse = LLMResponse(
llmRequest = llmRequest,
responseText = streamingResults.value
),
completed = streamingResults.completed
)
)
.recover { case ex =>
// Handle failure by moving request back to unrequested state for retry
updateReceiver.receiveStreamingLlmFailure(
llmRequest = llmRequest
)
)
throw ex // Re-throw to maintain error semantics
}
}
}
.getOrElse(LlmResolverTooManyRequestsInFlight)
@@ -5,13 +5,17 @@ import net.eagle0.eagle.internal.llm_response.LLMResponse
class LlmUpdateQueuingProxy(destination: LlmUpdateReceiver) {
private sealed trait QueuedLlmUpdate
private case class StreamingLlmResponse(
streamId: String,
llmResponse: LLMResponse,
completed: Boolean
)
) extends QueuedLlmUpdate
private case class StreamingLlmFailure(
llmRequest: GeneratedTextRequest
) extends QueuedLlmUpdate
private val queue = new scala.collection.mutable.Queue[StreamingLlmResponse]
private val queue = new scala.collection.mutable.Queue[QueuedLlmUpdate]
private val consumerThread = new Thread(new Consumer())
consumerThread.start()
@@ -24,19 +28,37 @@ class LlmUpdateQueuingProxy(destination: LlmUpdateReceiver) {
queue.notifyAll()
}
def receiveStreamingLlmFailure(llmRequest: GeneratedTextRequest): Unit =
queue.synchronized {
queue.enqueue(StreamingLlmFailure(llmRequest))
queue.notifyAll()
}
def aiPlayers(llmRequest: GeneratedTextRequest): Vector[FactionId] =
destination.aiPlayers(llmRequest)
private class Consumer extends Runnable {
override def run(): Unit = while (true) {
val messages = queue.synchronized {
val updates = queue.synchronized {
while (queue.isEmpty) {
queue.wait()
}
queue
.dequeueAll(_ => true)
}
messages.toVector
val (responses, failures) = updates.toVector.partitionMap {
case r: StreamingLlmResponse => Left(r)
case f: StreamingLlmFailure => Right(f)
}
// Handle failures first
failures.foreach { failure =>
destination.receiveStreamingLlmFailure(failure.llmRequest)
}
// Then handle responses grouped by streamId
responses
.groupBy(_.streamId)
.foreach { case (streamId, messages) =>
destination.receiveStreamingLlmResponses(
@@ -10,5 +10,6 @@ trait LlmUpdateReceiver {
llmResponses: Vector[LLMResponse],
completed: Boolean
): Unit
def receiveStreamingLlmFailure(llmRequest: GeneratedTextRequest): Unit
def aiPlayers(llmRequest: GeneratedTextRequest): Vector[FactionId]
}
@@ -16,6 +16,7 @@ import net.eagle0.eagle.client_text.{
}
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.internal.action_result.ActionResult.ClientTextVisibilityExtension
import net.eagle0.eagle.internal.generated_text_request.GeneratedTextRequest
import net.eagle0.eagle.internal.llm_response.LLMResponse
import net.eagle0.eagle.library.util.CommandSelection
import net.eagle0.eagle.library.util.EagleRequire.{
@@ -354,6 +355,22 @@ final case class GameController(
)
}
def postStreamingLlmFailure(
llmRequest: GeneratedTextRequest
): GameControllerWithPostResults = {
val updatedClientTextStore =
clientTextStore.withMovedBackToUnrequested(llmRequest.id)
GameControllerWithPostResults(
gameController = copy(clientTextStore = updatedClientTextStore),
postResults = PostResults(
gameState = engine.currentState,
battles = Vector(),
results = Vector()
)
)
}
def aiClientFactionIds: Vector[FactionId] =
aiClients.map(_.newValue.factionId)
@@ -193,7 +193,7 @@ object FixedNewGameCreation extends NewGameCreation {
(value.newValue.nextHeroId until value.newValue.nextHeroId + count).toVector
RandomHeroGenerator
.createHeroes(
.createHeroesWithNoProfession(
hids = hids,
functionalRandom = fr,
remainingImagePathsByProfession =
@@ -157,7 +157,7 @@ TEST_F(AICommandFilterTest, EndTurnCommandAlwaysAllowed) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -181,7 +181,7 @@ TEST_F(AICommandFilterTest, BasicCommandFiltering) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -204,7 +204,7 @@ TEST_F(AICommandFilterTest, DefenderVsAttackerFiltering) {
commands,
0,
false, // isDefender = false
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -213,7 +213,7 @@ TEST_F(AICommandFilterTest, DefenderVsAttackerFiltering) {
commands,
1,
true, // isDefender = true
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -240,7 +240,7 @@ TEST_F(AICommandFilterTest, WrongPlayerCommands) {
commands,
0, // Player 0's turn
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -262,7 +262,7 @@ TEST_F(AICommandFilterTest, DifferentPlayerPerspectives) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -271,7 +271,7 @@ TEST_F(AICommandFilterTest, DifferentPlayerPerspectives) {
commands,
1,
true,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -298,7 +298,7 @@ TEST_F(AICommandFilterTest, FilteringPreservesOrder) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -341,7 +341,7 @@ TEST_F(AICommandFilterTest, LargeCommandListPerformance) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -369,7 +369,7 @@ TEST_F(AICommandFilterTest, AllCommandTypesBasicFiltering) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -397,7 +397,7 @@ TEST_F(AICommandFilterTest, BoundaryPositionHandling) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -415,7 +415,7 @@ TEST_F(AICommandFilterTest, EmptyCommandList) {
commands,
0,
false,
gameState.operator->(),
gameState,
GetGameSettingsGetter(),
apdCache);
@@ -27,10 +27,10 @@ cc_library(
visibility = ["//src/test/cpp/net/eagle0/shardok:__subpackages__"],
deps = [
"//src/main/cpp/net/eagle0/common:byte_hasher",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/cpp/net/eagle0/shardok/library/map:coordinates",
"//src/main/flatbuffer/net/eagle0/shardok/storage:coords_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:hex_map_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/common:hex_map_cc_proto",
"//src/main/protobuf/net/eagle0/shardok/common:terrain_cc_proto",
@@ -56,9 +56,8 @@ cc_library(
copts = COPTS,
visibility = ["//src/test/cpp/net/eagle0/shardok:__subpackages__"],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"@googletest//:gtest",
],
)
@@ -12,7 +12,6 @@
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
@@ -23,7 +22,6 @@ static constexpr int MONTH = 4;
using GameState = net::eagle0::shardok::storage::fb::GameState;
using Unit = net::eagle0::shardok::storage::fb::Unit;
using GameStateW = shardok::Wrapper<GameState>;
using Coords = net::eagle0::shardok::storage::fb::Coords;
using shardok::PlayerId;
@@ -104,7 +104,7 @@ auto AddHexMap(
const auto mwOffset = fbb.CreateVectorOfStructs(monthlyWeathers);
int64_t baseHash = FNV_OFFSET_BASIS;
uint64_t baseHash = FNV_OFFSET_BASIS;
for (const auto &t : terrainVec) { MixIn(baseHash, t.type()); }
net::eagle0::shardok::storage::fb::HexMapBuilder hmp(fbb);
@@ -5,10 +5,10 @@
#ifndef EAGLE0_HEXMAP_TEST_HELPERS_HPP
#define EAGLE0_HEXMAP_TEST_HELPERS_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/coords.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/hex_map.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/common/terrain.pb.h"
@@ -16,7 +16,6 @@
namespace shardok {
using Coords = net::eagle0::shardok::storage::fb::Coords;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
using HexMapWrapper = Wrapper<HexMap>;
@@ -52,8 +52,14 @@ TEST_F(FixedActionPointDistancesTest, testTiming) {
const auto start = system_clock::now();
for (const HexMapW& hexMap : hexMaps) {
shardok::FixedActionPointDistances
distances(hexMap, 0x1234, 0xABCD, battalionType, true, 5);
auto result = shardok::FixedActionPointDistances::Create(
hexMap,
0x1234,
0xABCD,
battalionType,
true,
5);
// The result contains both the APD and whether it was loaded from file
}
const auto end = system_clock::now();
@@ -226,5 +226,11 @@ TEST_F(ActionResultApplierTest, newUnit_updatesUnits) {
GameStateW gsAfter = ApplyResult(gameState, ar, GetGameSettingsGetter());
EXPECT_EQ(gameState->units()->size() + 1, gsAfter->units()->size());
// When adding a new unit without reserved slots, CopyWithExtraUnits adds
// the new unit plus extra reserved slots (minimum 5)
EXPECT_GE(gsAfter->units()->size(), gameState->units()->size() + 1);
// Verify the new unit was actually added
EXPECT_EQ(
newUnit.battalion().size(),
gsAfter->units()->Get(newUnit.unit_id())->battalion().size());
}
@@ -206,6 +206,8 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -234,6 +236,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -244,7 +247,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_GE(results.size(), 1);
EXPECT_EQ(net::eagle0::shardok::common::GAME_OVER, results[results.size() - 1].type());
EXPECT_EQ(
@@ -256,6 +259,8 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderFlees)
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -286,6 +291,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderFlees)
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -298,7 +304,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderFlees)
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_GE(results.size(), 1);
auto finalResult = results[0];
@@ -315,6 +321,8 @@ TEST_F(UpdateGameStatusActionTests,
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -345,6 +353,7 @@ TEST_F(UpdateGameStatusActionTests,
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -357,7 +366,7 @@ TEST_F(UpdateGameStatusActionTests,
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_GE(results.size(), 1);
auto finalResult = results[0];
@@ -369,6 +378,8 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderTooTir
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -399,6 +410,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderTooTir
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -413,7 +425,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderTooTir
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_GE(results.size(), 1);
auto finalResult = results[0];
@@ -425,6 +437,8 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notHiddenDefender_do
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -455,6 +469,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notHiddenDefender_do
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -467,7 +482,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notHiddenDefender_do
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_GE(results.size(), 1);
auto finalResult = results[0];
@@ -479,6 +494,8 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -507,6 +524,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -520,7 +538,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
GetGameSettingsGetter(),
false);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_EQ(0, results.size());
}
@@ -529,6 +547,8 @@ TEST_F(UpdateGameStatusActionTests,
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -557,6 +577,7 @@ TEST_F(UpdateGameStatusActionTests,
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -567,7 +588,7 @@ TEST_F(UpdateGameStatusActionTests,
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_EQ(0, results.size());
}
@@ -575,6 +596,8 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -612,6 +635,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -622,7 +646,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_GE(results.size(), 1);
EXPECT_EQ(net::eagle0::shardok::common::GAME_OVER, results[results.size() - 1].type());
EXPECT_EQ(
@@ -634,6 +658,8 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -671,6 +697,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -681,7 +708,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_EQ(0, results.size());
}
@@ -689,6 +716,8 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
auto hexMapOffset = AddBasicMap(fbb);
auto attackerPlayer = AddPlayerInfo(
fbb,
0,
@@ -726,6 +755,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
gsBuilder.add_player_infos(playersOffset);
gsBuilder.add_units(unitsOffset);
gsBuilder.add_status(statusOffset);
gsBuilder.add_hex_map(hexMapOffset);
fbb.Finish(gsBuilder.Finish());
@@ -736,6 +766,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
auto action =
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
EXPECT_EQ(0, results.size());
}

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