Optimize rollback hot paths (#53)
## Summary Fixes #20. - Reuse fighter animation scratch and output buffers across rollback frames. - Select air-collision hits in one pass without candidate allocations or sorting. - Index contiguous replay input frames directly and binary-search checksums. - Add regression tests for buffer reuse and replay lookup/validation. Reviewed-on: #53 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #53.
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@@ -4,8 +4,8 @@ mod asset_baking;
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mod runtime;
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mod visual_binding;
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use crate::math::fixed_transform::FixedMat4;
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use runtime::{
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BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
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update_fighter_bone_matrices,
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@@ -164,6 +164,20 @@ mod tests {
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);
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}
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#[test]
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fn repeated_pose_updates_reuse_scratch_and_output_buffers() {
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let mut matrices = FighterBoneMatrices::default();
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let names = ["root".into(), "hand".into()];
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let parents = [None, Some(0)];
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let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
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matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
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let capacities = matrices.buffer_capacities();
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matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
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assert_eq!(capacities, matrices.buffer_capacities());
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}
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#[test]
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fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
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let mut root = FixedMat4::IDENTITY;
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@@ -3,7 +3,7 @@ use std::collections::HashMap;
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use bevy::prelude::*;
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use serde::{Deserialize, Serialize};
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use super::{BAKED_ANIMATION_FPS};
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use super::BAKED_ANIMATION_FPS;
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use crate::{
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fighter::{
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@@ -12,8 +12,8 @@ use crate::{
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manifest::FighterManifest,
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visual::FighterAnimations,
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},
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math::fixed_transform::FixedMat4,
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math::int::FGi32,
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math::fixed_transform::FixedMat4
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};
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#[derive(Clone, Debug, Serialize, Deserialize)]
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@@ -70,12 +70,24 @@ pub struct FighterBoneMatrices {
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previous_frame_matrices: Vec<FixedMat4>,
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local_matrices: Vec<FixedMat4>,
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previous_local_matrices: Vec<FixedMat4>,
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model_matrices: Vec<Option<FixedMat4>>,
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}
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#[derive(Component, Clone, Debug, Default)]
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pub struct FighterBoneIndexMap(pub HashMap<String, usize>);
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impl FighterBoneMatrices {
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#[cfg(test)]
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pub(super) fn buffer_capacities(&self) -> [usize; 5] {
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[
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self.matrices.capacity(),
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self.local_matrices.capacity(),
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self.previous_frame_matrices.capacity(),
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self.previous_local_matrices.capacity(),
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self.model_matrices.capacity(),
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]
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}
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pub fn get(&self, bone: &str) -> Option<(FixedMat4, FixedMat4)> {
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let index = self.bone_names.iter().position(|name| name == bone)?;
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Some((
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@@ -142,13 +154,19 @@ impl FighterBoneMatrices {
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assert_eq!(self.bone_names, bone_names, "baked bone names changed");
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assert_eq!(self.parents, parents, "baked bone parents changed");
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}
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self.matrices.reserve(local.len());
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self.previous_frame_matrices.reserve(local.len());
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self.local_matrices.reserve(local.len());
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self.previous_local_matrices.reserve(local.len());
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self.model_matrices.reserve(local.len());
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std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
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std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
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self.local_matrices.clear();
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self.local_matrices.extend_from_slice(local);
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let mut model = vec![None; local.len()];
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self.model_matrices.resize(local.len(), None);
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self.model_matrices.fill(None);
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for index in 0..local.len() {
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resolve_model_transform(index, parents, local, &mut model)
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resolve_model_transform(index, parents, local, &mut self.model_matrices)
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.expect("baked bone hierarchy should be valid");
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}
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let model_scale = FixedMat4 {
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@@ -159,10 +177,12 @@ impl FighterBoneMatrices {
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[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
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],
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};
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self.matrices = model
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.into_iter()
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.map(|matrix| model_scale.mul(matrix.expect("baked bone hierarchy should be valid")))
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.collect();
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self.matrices.clear();
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self.matrices.extend(
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self.model_matrices.iter().map(|matrix| {
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model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
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}),
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);
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}
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}
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