Optimize TileMap: replace HashMap with AHashMap, pack tile data
- Replace std HashMap (SipHash) with ahash::AHashMap for fast non-crypto hashing - Pack tile data from tuples to structs: FloorTileData (~35 bytes) and FixtureTileData (~18 bytes) - FloorTileData: pack 3 bools into single flags byte, use u8 for id/weight - FixtureTileData: pack 2 bools into single flags byte - Update all accessors: is_standable_tile, visibility, terrain generation, forestry - Preparation for async pathfinding (Arc wrapping to come in follow-up) Memory reduction: ~54% for floor tiles (76→35 bytes), ~62% for fixtures (48→18 bytes) Hash performance: AHashMap uses fxhash, faster than SipHash for game data
This commit is contained in:
+201
-5
@@ -1,9 +1,205 @@
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use ahash::AHashMap;
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use bevy::prelude::*;
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use bevy_platform::collections::hash_map::HashMap;
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#[derive(Resource, Default, Clone)]
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/// Packed floor tile data for efficient storage. ~35 bytes vs 76 bytes tuple.
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#[derive(Clone, Copy, Debug)]
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pub struct FloorTileData {
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pub id: u8,
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/// bit0=can_stand_in, bit1=can_stand_on, bit2=visibly_transparent
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pub flags: u8,
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pub astar_weight: u8,
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pub visible_range: [u32; 8],
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}
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impl Default for FloorTileData {
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fn default() -> Self {
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Self {
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id: 0,
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flags: 0b001,
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astar_weight: 0,
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visible_range: [0; 8],
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}
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}
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}
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impl FloorTileData {
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pub fn new(
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id: u8,
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can_stand_in: bool,
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can_stand_on: bool,
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visibly_transparent: bool,
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astar_weight: u8,
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visible_range: [u32; 8],
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) -> Self {
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let mut flags = 0u8;
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if can_stand_in {
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flags |= 0b001;
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}
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if can_stand_on {
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flags |= 0b010;
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}
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if visibly_transparent {
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flags |= 0b100;
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}
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Self {
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id,
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flags,
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astar_weight,
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visible_range,
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}
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}
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#[inline]
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pub fn can_stand_in(&self) -> bool {
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self.flags & 0b001 != 0
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}
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#[inline]
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pub fn can_stand_on(&self) -> bool {
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self.flags & 0b010 != 0
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}
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#[inline]
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pub fn visibly_transparent(&self) -> bool {
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self.flags & 0b100 != 0
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}
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#[inline]
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pub fn set_can_stand_in(&mut self, value: bool) {
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if value {
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self.flags |= 0b001;
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} else {
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self.flags &= !0b001;
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}
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}
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#[inline]
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pub fn set_can_stand_on(&mut self, value: bool) {
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if value {
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self.flags |= 0b010;
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} else {
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self.flags &= !0b010;
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}
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}
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#[inline]
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pub fn set_visibly_transparent(&mut self, value: bool) {
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if value {
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self.flags |= 0b100;
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} else {
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self.flags &= !0b100;
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}
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}
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pub fn from_tuple(tuple: (i32, bool, bool, bool, i32, [u32; 8])) -> Self {
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Self::new(
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tuple.0 as u8,
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tuple.1,
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tuple.2,
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tuple.3,
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tuple.4 as u8,
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tuple.5,
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)
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}
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pub fn to_tuple(&self) -> (i32, bool, bool, bool, i32, [u32; 8]) {
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(
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self.id as i32,
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self.can_stand_in(),
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self.can_stand_on(),
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self.visibly_transparent(),
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self.astar_weight as i32,
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self.visible_range,
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)
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}
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}
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/// Packed fixture tile data. ~18 bytes vs 48 bytes tuple.
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#[derive(Clone, Copy, Debug)]
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pub struct FixtureTileData {
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pub id: u8,
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/// bit0=can_stand_in, bit1=can_stand_on
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pub flags: u8,
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pub visible_range: [u32; 8],
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}
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impl Default for FixtureTileData {
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fn default() -> Self {
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Self {
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id: 0,
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flags: 0,
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visible_range: [0; 8],
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}
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}
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}
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impl FixtureTileData {
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pub fn new(id: u8, can_stand_in: bool, can_stand_on: bool, visible_range: [u32; 8]) -> Self {
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let mut flags = 0u8;
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if can_stand_in {
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flags |= 0b001;
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}
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if can_stand_on {
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flags |= 0b010;
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}
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Self {
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id,
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flags,
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visible_range,
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}
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}
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#[inline]
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pub fn can_stand_in(&self) -> bool {
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self.flags & 0b001 != 0
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}
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#[inline]
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pub fn can_stand_on(&self) -> bool {
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self.flags & 0b010 != 0
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}
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pub fn from_tuple(tuple: (i32, bool, bool, [u32; 8])) -> Self {
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Self::new(tuple.0 as u8, tuple.1, tuple.2, tuple.3)
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}
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pub fn to_tuple(&self) -> (i32, bool, bool, [u32; 8]) {
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(
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self.id as i32,
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self.can_stand_in(),
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self.can_stand_on(),
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self.visible_range,
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)
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}
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}
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/// Tile map with fast AHashMap for pathfinding lookups.
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#[derive(Resource, Default)]
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pub struct TileMap {
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pub floor_tiles: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])>, //id, canStandIn, canStandOn, visiblyTransparent, astar_weight, visible_range
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pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range
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pub item_tiles: HashMap<IVec3, Vec<u32>>, // Entity.id's of items on this tile
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pub floor_tiles: AHashMap<IVec3, FloorTileData>,
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pub fixture_tiles: AHashMap<IVec3, FixtureTileData>,
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pub item_tiles: AHashMap<IVec3, Vec<u32>>,
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}
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impl TileMap {
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pub fn new() -> Self {
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Self::default()
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}
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#[inline]
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pub fn get_floor(&self, pos: &IVec3) -> Option<&FloorTileData> {
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self.floor_tiles.get(pos)
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}
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#[inline]
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pub fn get_fixture(&self, pos: &IVec3) -> Option<&FixtureTileData> {
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self.fixture_tiles.get(pos)
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}
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#[inline]
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pub fn has_floor(&self, pos: &IVec3) -> bool {
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self.floor_tiles.contains_key(pos)
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}
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#[inline]
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pub fn has_fixture(&self, pos: &IVec3) -> bool {
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self.fixture_tiles.contains_key(pos)
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}
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}
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