diff --git a/docs/PROJECT_MAP.md b/docs/PROJECT_MAP.md index cb2aa12..c1acba7 100644 --- a/docs/PROJECT_MAP.md +++ b/docs/PROJECT_MAP.md @@ -216,25 +216,25 @@ Starter furnace designs and the milestone list shown in the notebook. - functions: smelterBlueprint - variables: STARTER_DESIGNS, MILESTONES -### src/sim/world.js (98 lines) +### src/sim/world.js (101 lines) World state: the per-cell typed arrays, alloc(), ambient temperature by depth, waking. - functions: emit, bagCap, discover, alloc, depthU, depthY, computeAmbient, fillNoise, wakeXY, wakeHeatXY, wakeIdx, wakeHeatIdx -- variables: W, H, N, CW, CH, NCH, mat, temp, life, flags, stamp, part, mach, digp, noiseB, airS, netId, isPow, occ, surfY, dirtY, graniteY, basaltY, magmaY, roofY, AMB, worldSeed, surfBase, underD, shallowD, lapse, BW, BH, NB, blockP, blockV, ents, bgm, flyers, ghostBlocks, ghostMolds, awake, hot, hotLvl, powderArea, tick, tickStamp, machines, molds, nets, pcells, powerDirty, beltL, beltR, tubeLists, brokenMachines, ghostMachines, ghostBlocked, EV, bot, bag, bagTotal, player, seen, ledger, stats +- variables: W, H, N, CW, CH, NCH, mat, temp, life, flags, stamp, part, mach, digp, noiseB, airS, netId, isPow, occ, surfY, dirtY, graniteY, basaltY, magmaY, roofY, AMB, worldSeed, surfBase, underD, shallowD, lapse, BW, BH, NB, blockP, blockV, ents, bgm, flyers, ghostBlocks, ghostMolds, awake, hot, hotLvl, powderArea, roofDirty, tick, tickStamp, machines, molds, nets, pcells, powerDirty, beltL, beltR, tubeLists, brokenMachines, ghostMachines, ghostBlocked, EV, bot, bag, bagTotal, player, seen, ledger, stats ### src/sim/fog.js (52 lines) Exploration only: never changes grains or the random stream. - functions: fogAlloc, fogMark, fogSeen, fogInit, fogLook, fogRevealAround, fogRevealAll - variables: FOG, FOG_SENSE, FOG_SENSE_FADE, fog, FW, FH -### src/sim/cells.js (206 lines) +### src/sim/cells.js (207 lines) Cell helpers (setCell, move, enter) and the falling-sand movement of powders, liquids and gases (simMove). - functions: setCell, swapCells, move, enter, powder, passable, liquid, gas, wakeBotPowder, simMove - variables: SORTP, SORTP_FUEL, LSTEP, LFILM -### src/sim/heat.js (246 lines) +### src/sim/heat.js (265 lines) Heat: conduction, melting and freezing, reactions, fire and air, steel. - functions: curAir, airflowAt, alloyMix, airy, hasO2, condPair, heatPass, heatChunk, neighborDir, react, char, quench, burningNear, burn, steelCheck -- variables: POROUS, SOIL, HOTLIQ, ALLOY +- variables: POROUS, SOIL, HOTLIQ, REACT_MIN, ALLOY ### src/sim/machines.js (148 lines) Machines: the power network, footprints, placing and removing machines. @@ -316,9 +316,9 @@ The bot: movement and collision with the world. - functions: botBlocked, botOverlapSolid, botSlide, botStep - variables: SLIDE_MAX, SLIDE_STEP -### src/sim/ledger.js (43 lines) +### src/sim/ledger.js (54 lines) Milestone checks (the ledger) and the sky roof line used for cooling. -- functions: checkLedger, updateRoof +- functions: checkLedger, updateRoof, updateDirtyRoof, scanRoof ### src/sim/weather.js (87 lines) Weather: clouds from steam, rain and snow, and the world water count. @@ -475,6 +475,7 @@ The frame loop and boot. - `test/t_physics.js`: Sand and other powders, molten metal and gases: heaps, sorting, sinking, setting, rising and fading. Water has its own suite (t_water.js). Tall worlds keep geothermal heat out of the way. - `test/t_pipes.js`: Pipes, pumps and outlets move liquids; the Grinder grinds waste rock for trace ore. - `test/t_racks.js`: Rack intake, FIFO storage, gate, removal and saved-state validation. +- `test/t_sim_optimizations.js`: Optimized paths must match the full roof scan and the original heat loop exactly. - `test/t_smooth.py`: The smooth look: the WebGL pass compiles, draws, falls back cleanly, and the thermal lens still works. - `test/t_stone.js`: Uses for waste rock and sand: glass bricks from a fan furnace, the Saw, the silo and builders' orders. - `test/t_water.js`: Water conservation, settling, ledge pouring, boundaries, pipes and phase changes. Tall worlds keep geothermal heat out of the ponds. diff --git a/docs/agent-log.md b/docs/agent-log.md index e01c576..99ff33f 100644 --- a/docs/agent-log.md +++ b/docs/agent-log.md @@ -4,6 +4,23 @@ What agents have done, newest first. Add an entry for every piece of work: the d note or request it was for, what changed, the files touched, the tests run, and anything left open or not verified. Keep each entry short; the git history has the details. +## 2026-10-24: t21 phase 3: speed-ups that change nothing (Claude Code, Codex) + +- Profiled a Huge world (6144x2048) headless and in the browser. After a load every area is + awake: 8-15 ms/tick for the first 600 ticks, settling to about 0.7 ms/tick after 3 minutes. In + the browser, drawing is cheap; the full roof scan every 20 ticks was the largest single item. +- Kept: `updateDirtyRoof()` (`src/sim/ledger.js`) rescans only area columns marked by + `wakeXY`/`wakeHeatXY`/`simMove`/`heatChunk` (`roofDirty`); `updateRoof()` is still the full scan + for setup code. Quiet Huge world 4.60 -> 1.88 ms per scan, digging 4.67 -> 3.48. + `heatChunk` skips `react()` for solids and powders below their first reaction threshold + (`REACT_MIN`). Huge, ms/tick: digging 2.54 -> 2.34, quiet 1.39 -> 1.18. +- Reverted (no consistent gain): inlining `condPair`, one shared part rule for `enter`/`passable`. +- `test/t_sim_optimizations.js`: the dirty roof matches a full scan; `heatChunk` matches the + reference loop in `test/fixtures/heat-chunk.js` byte for byte, random state included (catches a + reaction added to `react()` but not to `REACT_MIN`). +- Every suite's output identical before and after apart from timings; seeds 777 and 4242 + generate the same worlds. `run_all.py --browser` ALL PASSED. + ## 2026-10-24: t21: piles near the bot sort quickly (Claude Code, Codex) - Owner: "a pile should sort when the player is nearby. the sorting shouldnt take long anyway." diff --git a/src/sim/cells.js b/src/sim/cells.js index 28d3f03..b35c05c 100644 --- a/src/sim/cells.js +++ b/src/sim/cells.js @@ -186,6 +186,7 @@ function simMove() { for (let k = 0; k < CW; k++) { const cx = ltr ? k : CW - 1 - k; if (!awake[rowBase + cx]) continue; + roofDirty[cx] = 1; const x0 = cx << 5, x1 = Math.min(W, x0 + 32); // alternate rows scan left to right and right to left, so nothing drifts one way const dx = ltr ? 1 : -1, xEnd = ltr ? x1 : x0 - 1; diff --git a/src/sim/heat.js b/src/sim/heat.js index 5ff5e8a..144c2ea 100644 --- a/src/sim/heat.js +++ b/src/sim/heat.js @@ -7,6 +7,20 @@ function airflowAt(i) { const a = airS[i]; return a !== 0 && ((curAir() - a) & 0 const POROUS = new Uint8Array(NMAT); POROUS[ASH] = 1; POROUS[SLAG] = 1; POROUS[COAL] = 1; POROUS[CHARCOAL] = 1; const SOIL = new Uint8Array(NMAT); SOIL[DIRT] = 1; SOIL[GRASS] = 1; SOIL[LDIRT] = 1; const HOTLIQ = new Uint8Array(NMAT); for (const m of [MAGMA, MCU, MFE, MST, MGL, MAG, MAU, MBZ, MBS, MSLAG]) HOTLIQ[m] = 1; +// Cold solids and powders cannot react below their first applicable threshold. +const REACT_MIN = new Float64Array(NMAT).fill(Infinity); +for (let m = 0; m < NMAT; m++) { + if (PH[m] === PH_LIQUID || PH[m] === PH_GAS) REACT_MIN[m] = -Infinity; + else { + if (IGN[m] !== 0) REACT_MIN[m] = Math.min(REACT_MIN[m], IGN[m]); + if (MELT[m] !== 0) REACT_MIN[m] = Math.min(REACT_MIN[m], MELT[m]); + } +} +REACT_MIN[CLAY] = Math.min(REACT_MIN[CLAY], 880); +REACT_MIN[LCLAY] = Math.min(REACT_MIN[LCLAY], 880); +REACT_MIN[WOOD] = Math.min(REACT_MIN[WOOD], 380); +REACT_MIN[LWOOD] = Math.min(REACT_MIN[LWOOD], 380); +REACT_MIN[GRASS] = Math.min(REACT_MIN[GRASS], 260); // Alloys: a molten additive grain turns neighbouring molten copper into the alloy, // and is itself used up after about this many (the ratio: bronze ~1:7 tin, brass ~1:2 zinc). const ALLOY = { [MSN]: { into: MBZ, per: 7 }, [MZN]: { into: MBS, per: 2 } }; @@ -51,6 +65,7 @@ function heatPass() { function heatChunk(c, sc) { const cx = c % CW, cy = (c / CW) | 0; const x0 = cx << 5, y0 = cy << 5, x1 = Math.min(W, x0 + 32), y1 = Math.min(H, y0 + 32); + roofDirty[cx] = 1; const leftCold = cx > 0 && !hot[c - 1], upCold = cy > 0 && !hot[c - CW]; let maxDev = 0, burning = false; for (let y = y0; y < y1; y++) { @@ -80,7 +95,11 @@ function heatChunk(c, sc) { } else rel = RELAX[m]; t += (amb - t) * rel * sc; temp[i] = t; - if (m !== EMPTY) { react(i, x, y, m); m = mat[i]; t = temp[i]; } + if (m !== EMPTY) { + // Test the stored Float32 temperature, just as react() reads it. + if ((flags[i] & F_BURN) || !(temp[i] < REACT_MIN[m])) react(i, x, y, m); + m = mat[i]; t = temp[i]; + } const dv = t > amb ? t - amb : amb - t; if (dv > maxDev) maxDev = dv; if (flags[i] & F_BURN) burning = true; diff --git a/src/sim/ledger.js b/src/sim/ledger.js index 5c07b0d..f62780c 100644 --- a/src/sim/ledger.js +++ b/src/sim/ledger.js @@ -35,7 +35,18 @@ function checkLedger() { // Topmost non-air cell of each column: air above it can shed heat to the sky. function updateRoof() { - for (let x = 0; x < W; x++) { + scanRoof(0, W); + roofDirty.fill(0); +} +function updateDirtyRoof() { + for (let cx = 0; cx < CW; cx++) { + if (!roofDirty[cx]) continue; + scanRoof(cx << 5, Math.min(W, (cx + 1) << 5)); + roofDirty[cx] = 0; + } +} +function scanRoof(x0, x1) { + for (let x = x0; x < x1; x++) { let y = 0; for (; y < H; y++) { const ph = PH[mat[y * W + x]]; if (ph === PH_SOLID || ph === PH_POWDER || ph === PH_LIQUID) break; } roofY[x] = y; diff --git a/src/sim/tick.js b/src/sim/tick.js index 5942d62..755ded5 100644 --- a/src/sim/tick.js +++ b/src/sim/tick.js @@ -3,7 +3,7 @@ function simTick() { tick++; tickStamp = (tickStamp % 255) + 1; - if (tick % 20 === 1) updateRoof(); + if (tick % 20 === 1) updateDirtyRoof(); weatherTick(); machinesTick(); pipesTick(); diff --git a/src/sim/world.js b/src/sim/world.js index 6da0bb5..b606446 100644 --- a/src/sim/world.js +++ b/src/sim/world.js @@ -13,7 +13,7 @@ let ents = []; // loose objects (bars) let bgm; // background layer: trees. Liquids, powders and gases pass in front of it. let flyers = []; // grains in flight, blown out of the bot let ghostBlocks = new Map(), ghostMolds = []; -let awake, hot, hotLvl, powderArea; +let awake, hot, hotLvl, powderArea, roofDirty; let tick = 0, tickStamp = 1; let machines = [null], molds = [], nets = [null], pcells = new Set(), powerDirty = true; let beltL = [], beltR = [], tubeLists = [[], [], [], [], []]; @@ -50,6 +50,7 @@ function alloc(w, h) { surfY = new Int16Array(w); roofY = new Int16Array(w); dirtY = new Int16Array(w); graniteY = new Int16Array(w); basaltY = new Int16Array(w); magmaY = new Int16Array(w); AMB = new Float32Array(h); awake = new Uint8Array(NCH); hot = new Uint8Array(NCH); hotLvl = new Uint8Array(NCH); + roofDirty = new Uint8Array(CW).fill(1); powderArea = new Uint8Array(NCH).fill(1); // unknown areas get one visit before being ruled out machines = [null]; molds = []; nets = [null]; pcells = new Set(); powerDirty = true; beltL = []; beltR = []; tubeLists = [[], [], [], [], []]; brokenMachines = []; @@ -85,6 +86,7 @@ function fillNoise() { // ---------- Waking ---------- function wakeXY(x, y) { const cx = x >> 5, cy = y >> 5, c = cy * CW + cx; + roofDirty[cx] = 1; awake[c] = 3; const lx = x & 31, ly = y & 31; if (lx === 0) { if (cx > 0) awake[c - 1] = 3; } else if (lx === 31 && cx < CW - 1) awake[c + 1] = 3; @@ -92,6 +94,7 @@ function wakeXY(x, y) { } function wakeHeatXY(x, y) { const c = (y >> 5) * CW + (x >> 5); + roofDirty[x >> 5] = 1; hot[c] = 6; hotLvl[c] = 2; } function wakeIdx(i) { wakeXY(i % W, (i / W) | 0); } diff --git a/test/fixtures/heat-chunk.js b/test/fixtures/heat-chunk.js new file mode 100644 index 0000000..8857653 --- /dev/null +++ b/test/fixtures/heat-chunk.js @@ -0,0 +1,42 @@ +// Reference heat loop before t21 phase 3; preserves conduction and Float32 store order. +function referenceHeatChunk(c, sc) { + const cx = c % CW, cy = (c / CW) | 0; + const x0 = cx << 5, y0 = cy << 5, x1 = Math.min(W, x0 + 32), y1 = Math.min(H, y0 + 32); + const leftCold = cx > 0 && !hot[c - 1], upCold = cy > 0 && !hot[c - CW]; + let maxDev = 0, burning = false; + for (let y = y0; y < y1; y++) { + const amb = AMB[y], yw = y * W; + const dDown = y + 1 < H ? amb - AMB[y + 1] : 0, dUp = y > 0 ? AMB[y - 1] - amb : 0; + for (let x = x0; x < x1; x++) { + const i = yw + x; + if (x + 1 < W) condPair(i, i + 1, sc, x + 1 === x1 ? c + 1 : -1, 0); + if (y + 1 < H) condPair(i, i + W, sc, y + 1 === y1 ? c + CW : -1, dDown); + if (x === x0 && leftCold) condPair(i - 1, i, sc, c - 1, 0); + if (y === y0 && upCold) condPair(i - W, i, sc, c - CW, dUp); + let m = mat[i]; + const ph = PH[m]; + let t = temp[i]; + let rel; + if (ph === PH_EMPTY || ph === PH_GAS) { + if (y > 0) { + const u = i - W, pu = PH[mat[u]]; + const ex = (t - amb) - (temp[u] - AMB[y - 1]); + if ((pu === PH_EMPTY || pu === PH_GAS) && ex > 2) { + const a = ex * (sc > 1 ? 0.45 : 0.25); + t -= a; temp[u] += a; + if (y === y0 && upCold && a > 0.5) { hot[c - CW] = 6; hotLvl[c - CW] = 2; } + } + } + rel = y < roofY[x] ? 0.02 : 0.002; + } else rel = RELAX[m]; + t += (amb - t) * rel * sc; + temp[i] = t; + if (m !== EMPTY) { react(i, x, y, m); m = mat[i]; t = temp[i]; } + const dv = t > amb ? t - amb : amb - t; + if (dv > maxDev) maxDev = dv; + if (flags[i] & F_BURN) burning = true; + } + } + if (burning || maxDev > 1.5) { hot[c] = 6; hotLvl[c] = (burning || maxDev > 60) ? 2 : 1; } + else hot[c]--; +} diff --git a/test/t_sim_optimizations.js b/test/t_sim_optimizations.js new file mode 100644 index 0000000..f27d1f2 --- /dev/null +++ b/test/t_sim_optimizations.js @@ -0,0 +1,55 @@ +// Optimized paths must match the full roof scan and the original heat loop exactly. +const fs = require('fs'); +const { load, suite, flatWorld } = require('./harness'); +const { run } = load(); +const { check, done } = suite(); +run(fs.readFileSync(__dirname + '/fixtures/heat-chunk.js', 'utf8')); + +// Partial areas and changes at area boundaries, including material appearing in empty sky. +flatWorld(run, 99, 97, 80); +run('RS = 123; bot.x = 45; bot.y = 30;'); +run(` + const originalWeatherTick = weatherTick; + weatherTick = function () { + if (tick % 20 === 1) { + const roof = roofY.slice(); updateRoof(); + if (!roof.every((v, x) => v === roofY[x])) globalThis.__roofMiss = (globalThis.__roofMiss || 0) + 1; + } + originalWeatherTick(); + }; +`); +for (let k = 0; k < 200; k++) run(` + setCell((12 + ${k} % 60) * W + (${k} * 31 % W), ${k} % 3 ? WATER : EMPTY, 18, 0); + simTick(); +`); +check('scheduled roof matches a full scan at area edges', !run('globalThis.__roofMiss'), run('globalThis.__roofMiss')); +run('weatherTick = originalWeatherTick;'); + +// Every material, threshold neighbours, fractional temperatures, burning, cold neighbours, +// alternating heat scales, and partial areas exercise both random calls and Float32 stores. +const snapshot = () => run(`JSON.stringify({ + arrays: [mat, temp, life, flags, hot, hotLvl, part, digp, seen].map(a => Array.from(new Uint8Array(a.buffer))), + RS, stats, EV, brokenMachines +})`); +const setup = () => { + flatWorld(run, 67, 65, 60); + run(`{ + RS = 456; seen.fill(0); EV.length = 0; stats.ignitions = 0; brokenMachines = []; + const ts = [-30, -0.5, 0, 0.5, 18, 97, 100, 260, 380, 600, 880, 1085, 1300, 1530, 1900]; + for (let i = 0; i < N; i++) { + const m = (i * 37) % NMAT; + mat[i] = m; temp[i] = ts[i % ts.length] + ((i % 3) - 1) * 0.001; + life[i] = i % 256; flags[i] = i % 23 === 0 && FUEL[m] ? F_BURN : 0; + } + hot.fill(6); hot[0] = 0; hotLvl.fill(2); updateRoof(); + }`); +}; +for (const scale of [1, 4]) { + setup(); + run(`for (let c = 1; c < NCH; c++) referenceHeatChunk(c, ${scale});`); + const expected = snapshot(); + setup(); + run(`for (let c = 1; c < NCH; c++) heatChunk(c, ${scale});`); + check('heat matches original bytes and random state at scale ' + scale, snapshot() === expected); +} +done();