c19e3dae5f
Memoize the return value of characterVisiblePositions to a new, semi-abstracted "memo" field on the GameState, recalcuclated if the character position ever changes. I'm 90% sure that the perf issues we were encountering were actually caused by characterVisiblePositions getting called once for *every tile* on draw, but this slightly larger change also makes the game perform relatively-usably again. Since this is only recalculated if the character position changes, if we ever get non-transparent entities moving around without the characters influence (maybe something building or knocking down walls?) we'll have an issue there where the vision won't be updated as a result of those changes if they happen while the character is taking a non-moving action - but we can cross that bridge when we come to it. Change-Id: I3fc745ddf0014d6f164f735ad7e5080da779b92a Reviewed-on: https://cl.tvl.fyi/c/depot/+/3185 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
19 lines
706 B
Haskell
19 lines
706 B
Haskell
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module Xanthous.Data.MemoSpec (main, test) where
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--------------------------------------------------------------------------------
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import Test.Prelude
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import Test.QuickCheck.Instances.Text ()
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--------------------------------------------------------------------------------
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import Xanthous.Data.Memo
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--------------------------------------------------------------------------------
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main :: IO ()
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main = defaultMain test
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test :: TestTree
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test = testGroup "Xanthous.Data.MemoSpec"
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[ testGroup "getMemoized"
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[ testProperty "when key matches" $ \k v ->
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getMemoized @Int @Int k (memoizeWith k v) === Just v
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]
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]
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