feat: support controller's cache

This commit is contained in:
Ilia Denisov
2026-01-13 22:16:23 +02:00
parent 45c725a3ee
commit 004529cdd3
10 changed files with 543 additions and 126 deletions
+194
View File
@@ -0,0 +1,194 @@
package controller
import (
"fmt"
"iter"
"slices"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
)
type Cache struct {
g *game.Game
cacheRaceIndexByID map[uuid.UUID]int
raceIndexByShipGroupIndex map[int]int
shipClassByShipGroupIndex map[int]*game.ShipType
planetByPlanetNumber map[uint]*game.Planet
cacheRelation map[int]map[int]game.Relation
}
func NewCache(g *game.Game) *Cache {
if g == nil {
panic("NewCache: nil Game passed")
}
c := &Cache{
g: g,
}
return c
}
func (c *Cache) Relation(r1, r2 int) game.Relation {
if c.cacheRelation == nil {
for r1 := range c.g.Race {
for r2 := range c.g.Race {
if r1 == r2 {
continue
}
rel := slices.IndexFunc(c.g.Race[r1].Relations, func(r game.RaceRelation) bool { return r.RaceID == c.g.Race[r2].ID })
if rel < 0 {
panic(fmt.Sprintf("Relation: opponent not found idx=%d", r2))
}
if _, ok := c.cacheRelation[r1]; !ok {
c.cacheRelation[r1] = make(map[int]game.Relation)
}
c.cacheRelation[r1][r2] = c.g.Race[r1].Relations[rel].Relation
}
}
}
if _, ok := c.cacheRelation[r1]; !ok {
panic(fmt.Sprintf("Relation: no left race idx=%d", r1))
}
if v, ok := c.cacheRelation[r1][r2]; !ok {
panic(fmt.Sprintf("Relation: no right race idx=%d", r2))
} else {
return v
}
}
func (c *Cache) Planet(planetNumber uint) *game.Planet {
if c.planetByPlanetNumber == nil {
c.planetByPlanetNumber = make(map[uint]*game.Planet)
for p := range c.g.Map.Planet {
c.planetByPlanetNumber[c.g.Map.Planet[p].Number] = &c.g.Map.Planet[p]
}
}
if v, ok := c.planetByPlanetNumber[planetNumber]; ok {
return v
} else {
panic(fmt.Sprintf("Planet: not found by number=%d", planetNumber))
}
}
func (c *Cache) ShipGroupShipClass(groupIndex int) *game.ShipType {
if c.shipClassByShipGroupIndex == nil {
c.fillShipsAndGroups()
}
c.validateShipGroupIndex(groupIndex)
if v, ok := c.shipClassByShipGroupIndex[groupIndex]; ok {
return v
} else {
panic(fmt.Sprintf("ShipClassByShipGroupIndex: group not found by index=%v", groupIndex))
}
}
func (c *Cache) RaceIndex(ID uuid.UUID) int {
if c.cacheRaceIndexByID == nil {
c.cacheRaceIndexByID = make(map[uuid.UUID]int)
for i := range c.g.Race {
c.cacheRaceIndexByID[c.g.Race[i].ID] = i
}
}
if v, ok := c.cacheRaceIndexByID[ID]; ok {
return v
} else {
panic(fmt.Sprintf("RaceIndex: race not found by ID=%v", ID))
}
}
// ShipGroup is a proxy func, nothing to cache
func (c *Cache) ShipGroup(groupIndex int) *game.ShipGroup {
c.validateShipGroupIndex(groupIndex)
return &c.g.ShipGroups[groupIndex]
}
func (c *Cache) ShipGroupsIndex() iter.Seq[int] {
return func(yield func(int) bool) {
for i := range c.g.ShipGroups {
if !yield(i) {
return
}
}
}
}
func (c *Cache) ShipGroupOwnerRaceIndex(groupIndex int) int {
if c.raceIndexByShipGroupIndex == nil {
c.fillShipsAndGroups()
}
c.validateShipGroupIndex(groupIndex)
if v, ok := c.raceIndexByShipGroupIndex[groupIndex]; ok {
return v
} else {
panic(fmt.Sprintf("ShipGroupRace: group not found by index=%v", groupIndex))
}
}
func (c *Cache) ShipGroupOwnerRace(groupIndex int) *game.Race {
return &c.g.Race[c.ShipGroupOwnerRaceIndex(groupIndex)]
}
func (c *Cache) ShipGroupNumber(i int, n uint) {
c.validateShipGroupIndex(i)
c.g.ShipGroups[i].Number = n
}
func (c *Cache) DeleteShipGroup(i int) {
c.validateShipGroupIndex(i)
c.unsafeDeleteShipGroup(i)
}
func (c *Cache) DeleteKilledShipGroups() {
for i := len(c.g.ShipGroups) - 1; i >= 0; i-- {
if c.g.ShipGroups[i].Number == 0 {
c.unsafeDeleteShipGroup(i)
}
}
}
func (c *Cache) unsafeDeleteShipGroup(i int) {
c.g.ShipGroups = append(c.g.ShipGroups[:i], c.g.ShipGroups[i+1:]...)
delete(c.raceIndexByShipGroupIndex, i)
delete(c.shipClassByShipGroupIndex, i)
}
// Internal
func (c *Cache) validateShipGroupIndex(i int) {
if i >= len(c.g.ShipGroups) {
panic(fmt.Sprintf("group index out of groups len: %d >= %d", i, len(c.g.ShipGroups)))
}
}
func (c *Cache) fillShipsAndGroups() {
if c.raceIndexByShipGroupIndex != nil {
clear(c.raceIndexByShipGroupIndex)
} else {
c.raceIndexByShipGroupIndex = make(map[int]int)
}
if c.shipClassByShipGroupIndex != nil {
clear(c.shipClassByShipGroupIndex)
} else {
c.shipClassByShipGroupIndex = make(map[int]*game.ShipType)
}
for groupIndex := range c.g.ShipGroups {
ri := c.RaceIndex(c.g.ShipGroups[groupIndex].OwnerID)
c.raceIndexByShipGroupIndex[groupIndex] = ri
sti, ok := ShipClassIndex(c.g, ri, c.g.ShipGroups[groupIndex].TypeID)
if !ok {
panic(fmt.Sprintf("CollectPlanetGroups: ship class not found for race=%q group=%v", c.g.Race[ri].Name, c.g.ShipGroups[groupIndex].Index))
}
c.shipClassByShipGroupIndex[groupIndex] = &c.g.Race[ri].ShipTypes[sti]
}
}
// Helpers
func ShipClassIndex(g *game.Game, ri int, classID uuid.UUID) (int, bool) {
if len(g.Race) < ri+1 {
panic(fmt.Sprintf("ShipClass: game race index %d invalid: len=%d", ri, len(g.Race)))
}
sti := slices.IndexFunc(g.Race[ri].ShipTypes, func(st game.ShipType) bool { return st.ID == classID })
return sti, sti >= 0
}