Files
feuerwerk/tests/core/tilemap-patch.test.ts
adminandClaude Opus 5.5 df6dbe97c5
feuerwerk / gate (push) Successful in 4m34s
feuerwerk / suite (push) Failing after 18m22s
Build only the meshes of the tiles a painted cell changes (#424)
Since #348 a painted cell worked out only the cells around it, but the
layer's tiles still came as a new list. groupByTile grouped that list
afresh, so meshFor saw no group again and every mesh on the layer was
built anew. On 120x120 that was the last cost that grew with the map.

- A patched list of tiles remembers the list it came from and which
  entries went and came (tilesPatch). A cell that is drawn the same
  keeps its entry, and a patch that changes nothing drawn hands back
  the very same list.
- groupByTile and layerRows patch the groups of the list before
  (patchedGroups). An untouched group stays the same array, so its
  mesh is not built again. On a layer sorted by Y this holds for each
  row and for the groups in it.
- A tile new to the layer still works the whole layer out again, as
  since #348.
- Stage 2 of the issue (patching quads inside a mesh) is not needed.
  The tilemap geometry no longer shows in the CPU profile.

Measured with the #348 probe, a brush stroke on a copy of Garden of
Sacrifices on stein2:

- Meshes built per frame: 21.9 to 0.94 on 60x60, 40.7 to 1.22 on
  120x120.
- fps while painting: 49.4 to 51.1 on 60x60, 42.0 to 45.8 on 120x120.
- Painting now costs both sizes about 10 fps. The gap left between the
  sizes is drawing the larger map, which shows without painting too.

Tests:
- Gate on melektaus-atx green, 312 files, 4832 tests.
- The random walk from #348 also compares groups and rows with a fresh
  grouping after each of its 400 steps, and counts reused groups.
- A fixed test paints a cell and keeps every other group and row.
- Three counter-checks turn red: entries not removed from a group,
  rows sorted by their first cell, groupByTile ignoring the patch.
- e2e 39 + 40 on melektaus-atx: ALL PASSED, 107 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 18:41:41 +02:00

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This file contains ambiguous Unicode characters
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import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddFrameCommand, SetFrameCollisionCommand } from '../../src/core/commands/frameCommands';
import { AddTilePictureCommand } from '../../src/core/commands/tileCommands';
import { PaintTilesCommand } from '../../src/core/commands/tilemapCommands';
import type { TextureAsset, TilemapAsset, TilemapLayer } from '../../src/core/model/Asset';
import { findAsset } from '../../src/core/model/Project';
import type { PropertyValue } from '../../src/core/model/Properties';
import {
TILE_COLLISION_SCALE_KEY,
TILE_FRICTION_KEY,
TILE_KIND_KEY,
TILE_ONE_WAY_ANGLE_KEY,
TILE_ONE_WAY_KEY,
TILE_SOLID_KEY,
TILE_TRIGGER_KEY,
} from '../../src/core/model/tile';
import {
cellKey,
cellsAround,
layerTiles,
patchedInOrder,
TILEMAP_COLUMNS_KEY,
TILEMAP_ROWS_KEY,
TILEMAP_TILE_KEY,
type TileDraw,
} from '../../src/core/model/tilemap';
import {
oneWayAngles,
solidPolygons,
solidRects,
tileMaterials,
triggerCells,
triggerPolygons,
triggerRects,
} from '../../src/core/model/tilemapCollision';
import {
cellsChanged,
cellsChangedSince,
cellsTileIds,
cellsVersion,
} from '../../src/core/model/tilemapMemo';
import { layerRows } from '../../src/viewport/drawOrder';
import type { TilemapDraw, TilemapLayerDraw } from '../../src/viewport/items';
import { groupByTile } from '../../src/viewport/tilemapMesh';
import { makeSpriteScene } from '../helpers';
const COLUMNS = 12;
const ROWS = 9;
/**
* A 12 × 9 map of two layers and a tile of every kind that works out differently: plain and
* autotiles, with and without outlines, drawn in and out, one-way at two angles, of another
* surface, triggers, one that draws only – and an id no tile has.
*/
function patchMap() {
const f = makeSpriteScene('Thing');
const texture = new CreateAssetCommand('texture', 'Sheet');
f.stack.execute(texture);
const sheet = findAsset(f.project, texture.asset.id) as TextureAsset;
sheet.file = `${'a'.repeat(64)}.png`;
sheet.width = 128;
sheet.height = 128;
const frame = (x: number, y: number, w: number, h: number) => {
const command = new AddFrameCommand(texture.asset.id, { x, y, w, h });
f.stack.execute(command);
return command.frameId;
};
const single = frame(0, 0, 32, 32);
const outlined = frame(0, 32, 64, 96);
const bare = frame(64, 32, 64, 96);
f.stack.execute(
new SetFrameCollisionCommand(texture.asset.id, single, [
[
{ x: 0, y: 0 },
{ x: 32, y: 0 },
{ x: 0, y: 32 },
],
]),
);
f.stack.execute(
new SetFrameCollisionCommand(texture.asset.id, outlined, [
[
{ x: 0, y: 0 },
{ x: 64, y: 0 },
{ x: 0, y: 96 },
],
]),
);
const tile = (name: string, props: Record<string, PropertyValue>, picture?: string) => {
const command = new CreateAssetCommand('tile', name);
f.stack.execute(command);
const id = command.asset.id;
if (picture) f.stack.execute(new AddTilePictureCommand(id, picture));
f.stack.execute(new SetAssetPropertyCommand(id, TILE_KIND_KEY, 'none'));
for (const [key, value] of Object.entries(props))
f.stack.execute(new SetAssetPropertyCommand(id, key, value));
return id;
};
const solid = { [TILE_SOLID_KEY]: true };
const floor = { [TILE_KIND_KEY]: 'floor' };
const tiles = [
tile('Slope', solid, single),
tile('Lake', { ...solid, ...floor }, outlined),
tile('Grass', { ...solid, ...floor, [TILE_COLLISION_SCALE_KEY]: 0.5 }, bare),
tile('Wall', solid),
tile('Bush', { ...solid, [TILE_COLLISION_SCALE_KEY]: 0.5 }),
tile('Big', { ...solid, [TILE_COLLISION_SCALE_KEY]: 1.5 }),
tile('Ledge', { ...solid, [TILE_ONE_WAY_KEY]: true, [TILE_ONE_WAY_ANGLE_KEY]: 30 }),
tile('Steep', { ...solid, [TILE_ONE_WAY_KEY]: true, [TILE_ONE_WAY_ANGLE_KEY]: 60 }, bare),
tile('Ice', { ...solid, [TILE_FRICTION_KEY]: 0 }),
tile('Water', { [TILE_TRIGGER_KEY]: true, ...floor }, bare),
tile('Spikes', { [TILE_TRIGGER_KEY]: true }, single),
tile('Deco', floor, bare),
'no-such-tile',
];
const map = new CreateAssetCommand('tilemap', 'Ground');
f.stack.execute(map);
for (const [key, value] of [
[TILEMAP_COLUMNS_KEY, COLUMNS],
[TILEMAP_ROWS_KEY, ROWS],
[TILEMAP_TILE_KEY, 32],
] as const)
f.stack.execute(new SetAssetPropertyCommand(map.asset.id, key, value));
const asset = findAsset(f.project, map.asset.id) as TilemapAsset;
asset.layers.push({ id: 'upper', name: 'Upper', cells: {} });
return { ...f, asset, tiles };
}
/** A small seeded generator, so a failing walk can be walked again. */
function random(seed: number): () => number {
return () => {
seed = (seed + 0x6d2b79f5) | 0;
let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
/** Everything a map works out, as plain data: tiles per layer, solids per filter, triggers. */
function workedOut(m: ReturnType<typeof patchMap>, asset: TilemapAsset) {
const props = m.asset.props;
const solidsOf = (of: TilemapAsset) => ({
rects: solidRects(m.project, props, of),
polygons: solidPolygons(m.project, props, of),
oneWay: oneWayAngles(m.project, of).map((angle) => ({
angle,
rects: solidRects(m.project, props, of, angle),
polygons: solidPolygons(m.project, props, of, angle),
})),
materials: tileMaterials(m.project, of).map((material) => ({
material,
rects: solidRects(m.project, props, of, false, material),
polygons: solidPolygons(m.project, props, of, false, material),
})),
triggerRects: triggerRects(m.project, props, of),
triggerPolygons: triggerPolygons(m.project, props, of),
triggerCells: [...triggerCells(m.project, props, of)],
});
return {
tiles: asset.layers.map((layer) => layerTiles(m.project, props, layer)),
whole: solidsOf(asset),
perLayer: asset.layers.map((layer) => solidsOf({ ...asset, layers: [layer] })),
};
}
/**
* A layer's tiles as the meshes take them (#424): grouped by tile, and by sort row and tile with
* offsets that move some tiles a row up or down. Each next to the same grouping of a copy of the
* list, which nothing was patched from; `reused` counts the groups handed on from the last call.
*/
function grouping(m: ReturnType<typeof patchMap>, layer: TilemapLayer, last: Set<readonly unknown[]>) {
const draw = {
tiles: new Map(m.tiles.map((id, i) => [id, { sortOffset: (i % 4) - 1 }])),
} as unknown as TilemapDraw;
const tiles = layerTiles(m.project, m.asset.props, layer);
const of = (list: readonly TileDraw[]) => {
const rows = layerRows(draw, { tiles: list } as TilemapLayerDraw);
return {
byTile: [...groupByTile(list)],
byRow: [...rows].map(([row, cells]) => [row, cells, [...groupByTile(cells)]] as const),
};
};
const patched = of(tiles);
const groups = [
...patched.byTile.map(([, group]) => group),
...patched.byRow.flatMap(([, cells, byTile]) => [cells, ...byTile.map(([, group]) => group)]),
];
const reused = groups.filter((group) => last.has(group)).length;
return { patched, fresh: of([...tiles]), reused, groups: new Set<readonly unknown[]>(groups) };
}
/** The same map on cells never seen before, so nothing of it is patched. */
function afresh(asset: TilemapAsset): TilemapAsset {
return { ...asset, layers: asset.layers.map((layer) => ({ ...layer, cells: { ...layer.cells } })) };
}
describe('a painted map works out only the cells around what changed (#348)', () => {
it('knows which cells changed since a version, and when it does not know', () => {
const cells: Record<string, string> = { '0,0': 'a', '1,0': 'b' };
const first = cellsVersion(cells);
expect(cellsChangedSince(cells, first)).toEqual([]);
cells['2,0'] = 'a';
cellsChanged(cells, ['2,0']);
const second = cellsVersion(cells);
delete cells['0,0'];
cells['1,0'] = 'c';
// Named and not, the same: one walk finds what the painter left out.
cellsChanged(cells);
expect([...cellsChangedSince(cells, first)!].sort()).toEqual(['0,0', '1,0', '2,0']);
expect([...cellsChangedSince(cells, second)!].sort()).toEqual(['0,0', '1,0']);
expect(cellsTileIds(cells)).toEqual(['a', 'c']);
expect(cellsChangedSince(cells, -1)).toBeNull();
expect(cellsChangedSince({ ...cells }, second)).toBeNull();
});
it('a key named but written back as it was is no change', () => {
const cells: Record<string, string> = { '0,0': 'a' };
const first = cellsVersion(cells);
cells['0,0'] = 'b';
cells['0,0'] = 'a';
cellsChanged(cells, ['0,0', '5,5']);
expect(cellsVersion(cells)).toBe(first);
});
it('the cells around a change stay in the grid', () => {
expect(cellsAround(['0,0'], 3, 2)).toEqual([0, 1, 3, 4]);
expect(cellsAround(['2,1', '1,1'], 3, 2)).toEqual([0, 1, 2, 3, 4, 5]);
expect(cellsAround(['9,9', 'nonsense'], 3, 2)).toEqual([]);
});
it('a patch replaces the entries of the cells it works out, keeps the rest and their order', () => {
const entry = (at: number, name: string) => ({ at, name });
const list = [entry(1, 'a'), entry(3, 'b'), entry(3, 'c'), entry(7, 'd')];
const made: Record<number, ReturnType<typeof entry>[]> = {
0: [entry(0, 'new')],
3: [],
5: [entry(5, 'x'), entry(5, 'y')],
};
const patched = patchedInOrder(
list,
(e) => e.at,
[0, 3, 5],
(at) => made[at]!,
);
expect(patched.map((e) => e.name)).toEqual(['new', 'a', 'x', 'y', 'd']);
expect(patched[1]).toBe(list[0]);
});
it('patched and worked out afresh agree after every step of a long walk of painting', () => {
const m = patchMap();
const next = random(348);
const pick = <T>(list: readonly T[]) => list[Math.floor(next() * list.length)]!;
const somewhere = () => ({
x: Math.floor(next() * (COLUMNS + 2)) - 1,
y: Math.floor(next() * (ROWS + 2)) - 1,
});
const layerOf = (): TilemapLayer => pick(m.asset.layers);
const counts = { paint: 0, undo: 0, named: 0, unnamed: 0 };
workedOut(m, m.asset);
const lastGroups = m.asset.layers.map((layer) => grouping(m, layer, new Set()).groups);
let reused = 0;
for (let step = 0; step < 400; step++) {
const roll = next();
if (roll < 0.5) {
const layer = layerOf();
const edits = Array.from({ length: 1 + Math.floor(next() * 4) }, () => {
const at = somewhere();
return { ...at, tileId: next() < 0.15 ? '' : pick(m.tiles) };
});
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, edits));
counts.paint++;
} else if (roll < 0.65 && m.stack.canUndo) {
m.stack.undo();
counts.undo++;
} else {
// In place, as a stroke paints before it is a command: with its keys, or without.
const layer = layerOf();
const keys = Array.from({ length: 1 + Math.floor(next() * 3) }, () => {
const at = somewhere();
const key = cellKey(at.x, at.y);
const tileId = next() < 0.3 ? '' : pick(m.tiles);
if (tileId) layer.cells[key] = tileId;
else delete layer.cells[key];
return key;
});
const named = next() < 0.5;
cellsChanged(layer.cells, named ? keys : undefined);
counts[named ? 'named' : 'unnamed']++;
}
const patched = workedOut(m, m.asset);
const fresh = workedOut(m, afresh(m.asset));
expect(patched, `step ${step}`).toEqual(fresh);
m.asset.layers.forEach((layer, i) => {
const groups = grouping(m, layer, lastGroups[i]!);
expect(groups.patched, `step ${step}, layer ${i}`).toEqual(groups.fresh);
reused += groups.reused;
lastGroups[i] = groups.groups;
});
}
// The walk went everywhere it should: enough of each step, and maps that block in every way.
expect(Math.min(...Object.values(counts))).toBeGreaterThan(20);
expect(reused).toBeGreaterThan(1000);
const end = workedOut(m, m.asset);
expect(end.whole.rects.length).toBeGreaterThan(5);
expect(end.whole.polygons.length).toBeGreaterThan(5);
expect(end.whole.oneWay).toHaveLength(2);
expect(end.whole.triggerCells.length).toBeGreaterThan(3);
});
it('a cell two rows off is cut again when the autotile between turns into a box', () => {
const m = patchMap();
const [, lake, , , bush, big] = m.tiles;
const layer = m.asset.layers[0]!;
// Found by a search: erasing (3,1) makes the lake at (3,2) block whole, so the big box at (3,3)
// – drawn out on every side without a blocking neighbour – no longer grows upwards.
const rows = [
[bush, lake, lake, lake],
[lake, '', lake, lake],
['', lake, lake, lake],
[lake, '', lake, big],
];
const edits = rows.flatMap((row, y) => row.map((tileId, x) => ({ x, y, tileId: tileId! })));
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, edits));
solidRects(m.project, m.asset.props, m.asset);
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, [{ x: 3, y: 1, tileId: '' }]));
expect(solidRects(m.project, m.asset.props, m.asset)).toEqual(
solidRects(m.project, m.asset.props, afresh(m.asset)),
);
});
it('a painted cell leaves what is drawn and what blocks far from it the very same objects', () => {
const m = patchMap();
const [slope, lake] = m.tiles;
const layer = m.asset.layers[0]!;
const all = Array.from({ length: COLUMNS * ROWS }, (_, i) => ({
x: i % COLUMNS,
y: Math.floor(i / COLUMNS),
tileId: i % COLUMNS < 6 ? lake! : slope!,
}));
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, all));
const tiles = layerTiles(m.project, m.asset.props, layer);
const polygons = solidPolygons(m.project, m.asset.props, m.asset);
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, [{ x: 2, y: 4, tileId: '' }]));
const after = layerTiles(m.project, m.asset.props, layer);
expect(after).not.toBe(tiles);
expect(after.find((t) => t.x === 10 && t.y === 0)).toBe(tiles.find((t) => t.x === 10 && t.y === 0));
const far = (list: readonly { x: number; y: number }[]) => list.filter((p) => p.y === 8 && p.x === 0);
expect(far(solidPolygons(m.project, m.asset.props, m.asset))).toEqual(far(polygons));
expect(far(solidPolygons(m.project, m.asset.props, m.asset))[0]).toBe(far(polygons)[0]);
});
it('a painted cell regroups only the tiles and rows it touches, so only their meshes are built (#424)', () => {
const m = patchMap();
const [slope, lake, , wall] = m.tiles;
const layer = m.asset.layers[0]!;
const all = Array.from({ length: COLUMNS * ROWS }, (_, i) => ({
x: i % COLUMNS,
y: Math.floor(i / COLUMNS),
tileId: i % COLUMNS < 6 ? lake! : slope!,
}));
// A wall in a corner already: a tile new to the layer would work all of it out again (#348).
all[all.length - 1]!.tileId = wall!;
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, all));
const draw = { tiles: new Map(m.tiles.map((id) => [id, { sortOffset: 0 }])) } as unknown as TilemapDraw;
const tiles = layerTiles(m.project, m.asset.props, layer);
const groups = groupByTile(tiles);
const rows = layerRows(draw, { tiles } as TilemapLayerDraw);
// A wall on the slopes, away from the lake: the lake looks the same, so its group stays.
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, [{ x: 10, y: 4, tileId: wall! }]));
const after = layerTiles(m.project, m.asset.props, layer);
const regrouped = groupByTile(after);
expect(regrouped.get(lake!)).toBe(groups.get(lake!));
expect(regrouped.get(slope!)).not.toBe(groups.get(slope!));
expect(regrouped.get(wall!)!.map((t) => [t.x, t.y])).toEqual([
[10, 4],
[11, 8],
]);
const rowsAfter = layerRows(draw, { tiles: after } as TilemapLayerDraw);
expect([...rowsAfter.keys()].filter((row) => rowsAfter.get(row) !== rows.get(row))).toEqual([4]);
// And back to a slope, a patch on a patch: still the same lake, and the same as grouped afresh.
m.stack.execute(new PaintTilesCommand(m.asset.id, layer.id, [{ x: 10, y: 4, tileId: slope! }]));
const back = layerTiles(m.project, m.asset.props, layer);
expect(groupByTile(back).get(lake!)).toBe(groups.get(lake!));
expect([...groupByTile(back)]).toEqual([...groupByTile([...back])]);
});
});