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Fix monthly tick perf: bitmask modifiers, reverse index dirty, unsafe fast path
Eliminates ~7000ms monthly tick spike (665 AI countries, 50k provinces): - ModifierSet bitmask tracking: iterate ~3 active types instead of 512 - MarkCountryProvincesDirty reverse index: mark ~75 owned provinces not 65k - Separate dirty flag arrays: 1-byte check instead of 8KB struct copy - GetProvinceModifierFast: unsafe pointer read for zero-copy on clean provinces - EnsureCountryScopeClean: rebuild country scope once, not per-province - CommandProcessor: ICommandMessages interface replaces reflection - AISystem/EconomySystem: pre-allocated buffers for zero-alloc queries Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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# ModifierSystem Monthly Tick Performance
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**Date**: 2026-02-03
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**Session**: 3
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**Status**: 🔄 In Progress
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**Priority**: High
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---
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## Session Goal
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**Primary Objective:**
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- Eliminate 7000ms `GameState.Update → GC.Alloc` spike on monthly tick in late game (~665 AI countries, ~50k provinces)
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**Success Criteria:**
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- Monthly tick under 100ms
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- Zero GC allocations during monthly tick
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---
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## Context & Background
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**Previous Work:**
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- See: [Session 2 — Semaphore Fix](2-semaphore-waitforsignal-fix.md) — GPU sync stall fix
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- See: [Session 1 — Runtime Performance](1-runtime-performance-optimization.md) — reverse index, initial modifier fix
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**Current State:**
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- Deep profiler showed two hotspots in `EventBus.ProcessEvents → MonthlyTickEvent`:
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- `AISystem.OnMonthlyTick`: 3513ms (TryBuildFarm: 3160ms, TryColonize: 350ms)
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- `EconomySystem.OnMonthlyTick`: 3468ms (CalculateCountryIncome: 3463ms)
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**Root Cause Chain:**
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1. `MarkCountryProvincesDirty` marked ALL 65,536 provinces dirty (O(65k) struct writes per call)
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2. Each AI farm build triggered this → 665 countries × 65k = **43M struct writes**
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3. `RebuildIfDirty` iterated 512 `MAX_MODIFIER_TYPES` slots to copy parent modifiers
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4. `ScopedModifierContainer` is ~8KB struct (contains `ModifierSet` with 512×2 fixed longs) — every NativeArray access copies 8KB
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5. `GetProvinceModifier` called 2× per province per country income calc → ~100k calls × 8KB = **800MB struct copying**
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---
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## What We Did
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### 1. Reverse Index for MarkCountryProvincesDirty
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**Files Changed:** `Core/Modifiers/ModifierSystem.cs`, `Core/GameState.cs`
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- Added `Action<ushort, NativeList<ushort>> getCountryProvincesFunc` callback + `NativeList<ushort> countryProvinceBuffer`
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- `SetCountryProvincesLookup()` wired in `GameState.InitializeSystems()` after `Provinces.Initialize()`
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- `MarkCountryProvincesDirty` now marks only owned provinces (~75 avg) instead of all 65k
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- Cost reduction: 65,536 → ~75 struct writes per call = **~870x improvement**
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### 2. Bitmask Active Type Tracking in ModifierSet
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**Files Changed:** `Core/Modifiers/ModifierSet.cs`, `Core/Modifiers/ScopedModifierContainer.cs`
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- Added `fixed long activeTypeMask[8]` (64 bytes) to `ModifierSet` — tracks which of 512 types have values
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- `Add()` and `Set()` set corresponding bit; `Clear()` zeros the mask
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- Added `CopyActiveToSet(ref ModifierSet target)` using bit iteration (trailing zero count)
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- `ScopedModifierContainer.RebuildIfDirty` now uses `CopyActiveToSet` instead of 512-type loop
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- Cost reduction per rebuild: 512 iterations → ~3 active types = **~170x improvement**
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### 3. Separate Dirty Flag Arrays (Avoid 8KB Struct Copy)
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**Files Changed:** `Core/Modifiers/ModifierSystem.cs`
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- Added `NativeArray<bool> provinceDirtyFlags` and `countryDirtyFlags`
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- Kept in sync with `ScopedModifierContainer.isDirty` across all mutation methods
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- `MarkCountryProvincesDirty` now sets only 1-byte flags, no 8KB struct read-modify-write
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- `MarkAllDirty` skips province struct access entirely, only sets flag array
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### 4. GetProvinceModifierFast with Unsafe Pointer Access
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**Files Changed:** `Core/Modifiers/ModifierSystem.cs`, `Core/Modifiers/ScopedModifierContainer.cs`, `StarterKit/Systems/EconomySystem.cs`
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- `EnsureCountryScopeClean(countryId)` — rebuild country scope once before batch queries
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- `GetProvinceModifierFast()` — checks `provinceDirtyFlags[id]` (1-byte) before accessing struct:
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- **Clean (common case):** Unsafe pointer into NativeArray → `ApplyModifierFromCache()`**zero struct copy**
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- **Dirty (rare):** Full struct copy + rebuild + write-back (same as before)
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- `ScopedModifierContainer` gained `IsDirty` property and `ApplyModifierFromCache()`
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- `EconomySystem.CalculateCountryIncome` calls `EnsureCountryScopeClean` once, then `GetProvinceModifierFast` per province
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### 5. Prior Session Fixes (from context summary)
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**Files Changed:** `StarterKit/Systems/AISystem.cs`, `StarterKit/Systems/EconomySystem.cs`, `StarterKit/Systems/ProvinceHistorySystem.cs`, `Core/Commands/CommandProcessor.cs`, `Core/Commands/ICommand.cs`, `StarterKit/Commands/ColonizeCommand.cs`
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- AISystem: replaced `ProvinceQueryBuilder` allocations with pre-allocated `NativeList<ushort>` buffers
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- EconomySystem: added pre-allocated `provinceBuffer` for `GetCountryProvinces`
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- ProvinceHistorySystem: cached `TimeManager` reference (was `FindFirstObjectByType` per event)
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- CommandProcessor: replaced reflection (`GetType().GetMethod()` + `method.Invoke()`) with `ICommandMessages` interface
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- ColonizeCommand: removed `LogExecution` string allocation, direct field access instead of `GetComponent`
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---
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## Decisions Made
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### Decision 1: Callback Pattern for Cross-Layer Lookup
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**Context:** ModifierSystem (Core) needs province ownership data (ProvinceSystem) for `MarkCountryProvincesDirty`
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**Options:**
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1. Direct reference to ProvinceSystem — violates Core layer independence
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2. Callback/delegate set after init — mechanism-only, no import dependency
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3. Event-based — too complex for a sync query
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**Decision:** Callback (Option 2)
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**Rationale:** Engine provides mechanism (callback registration), game wires it. ProvinceSystem doesn't exist at ModifierSystem construction time anyway.
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### Decision 2: Unsafe Pointer for Hot Path
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**Context:** Even reading `NativeArray[i]` copies the entire 8KB struct
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**Options:**
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1. Restructure data to avoid large structs in NativeArrays — massive refactor
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2. Unsafe pointer access for read-only fast path — targeted fix
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3. Separate small query cache alongside NativeArray — memory overhead
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**Decision:** Unsafe pointer (Option 2)
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**Rationale:** `ScopedModifierContainer` is fully unmanaged (NativeArrays + fixed arrays + bool). Unsafe read is safe and zero-copy. Only used on clean provinces (common case).
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### Decision 3: Separate Dirty Flag Arrays
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**Context:** Checking `isDirty` required copying 8KB struct from NativeArray
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**Options:**
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1. Move `isDirty` out of struct — breaks encapsulation
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2. Parallel `NativeArray<bool>` kept in sync — small overhead, clean separation
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3. Bit-pack dirty flags — complex, minimal memory benefit over bool array
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**Decision:** Parallel bool array (Option 2)
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**Rationale:** 65KB for provinces + 4KB for countries is trivial. Keeping in sync requires discipline but all mutation goes through ModifierSystem methods.
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---
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## What Worked
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1. **Profiler-driven investigation**
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- Deep profile breakdown pinpointed exact methods and call counts
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- Each fix targeted a measured bottleneck, not guesswork
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2. **Bitmask for sparse iteration**
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- 512 modifier types but only ~3 active → bitmask skips 99.4% of iterations
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- Trailing zero count gives O(k) where k = active types
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3. **Separate dirty tracking to avoid struct copies**
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- 1-byte dirty check vs 8KB struct copy = 8000x less memory traffic on fast path
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---
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## What Didn't Work
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### 1. Frame-Batching AI Processing (Prior Session)
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- **What we tried:** Processing 50 AI countries per frame instead of all 665 at once
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- **Why it failed:** Total cost identical, just spread over more frames. User correctly identified: "did you actually fix anything or just spread stuff"
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- **Lesson:** Batching hides latency, doesn't fix throughput. Fix the algorithmic cost first.
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---
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## Problems Encountered & Solutions
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### Problem 1: 43M Struct Writes per Monthly Tick
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**Symptom:** `TryBuildFarm` 3160ms — 9x slower than `TryColonize` despite simpler logic
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**Root Cause:** `BuildingSystem.ApplyBuildingModifiers``AddCountryModifier``MarkCountryProvincesDirty` marked ALL 65k provinces dirty per farm build. ~665 AI countries × 65k = 43M struct writes.
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**Solution:** Reverse index lookup via callback — only marks ~75 owned provinces per country.
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### Problem 2: 800MB Struct Copying in Income Calculation
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**Symptom:** `CalculateCountryIncome` 3463ms despite pre-allocated buffers
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**Root Cause:** `GetProvinceModifier` copies 8KB `ScopedModifierContainer` from NativeArray on every call. 2 calls × ~50k provinces = 100k copies × 8KB = 800MB.
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**Solution:** Separate dirty flag array + unsafe pointer read for clean provinces (zero copy).
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### Problem 3: RebuildIfDirty Iterating 512 Types
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**Symptom:** Even after dirty fix, `ApplyModifier` still 376ms
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**Root Cause:** Parent scope copy loop iterated all 512 `MAX_MODIFIER_TYPES` slots. With ~50k province rebuilds × 512 = 25M iterations.
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**Solution:** Bitmask tracking active types. `CopyActiveToSet` iterates only active types via trailing zero count.
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---
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## Architecture Impact
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### New Anti-Pattern: Large Structs in NativeArray for Frequent Access
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- **What not to do:** Store >1KB structs in NativeArray and access them in tight loops
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- **Why it's bad:** Every `array[i]` copies the entire struct. 8KB × 100k accesses = 800MB traffic.
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- **Rule:** For hot-path access, either use unsafe pointers or keep frequently-checked flags in a separate small array.
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### Pattern Reinforced: Separate Dirty Tracking (Pattern 11 Extension)
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- When dirty flag is inside a large struct, checking it costs as much as the full access
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- Maintain parallel `NativeArray<bool>` for dirty state when struct size > ~64 bytes
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- Keep in sync through the system's mutation API (single point of control)
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---
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## Code Quality Notes
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### Performance
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- **Before:** ~7000ms monthly tick (3500ms AI + 3500ms Economy)
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- **After fix 1 (reverse index + bitmask):** ~600ms `GetProvinceModifier`
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- **After fix 2 (dirty flags + unsafe + EnsureCountryScopeClean):** Improved, measuring ongoing
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- **Target:** <100ms monthly tick
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### Technical Debt
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- `MarkAllDirty()` still does 8KB struct copy for 4096 countries (acceptable, rare operation)
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- `GetProvinceModifier` (non-fast path) still copies structs — only `GetProvinceModifierFast` is optimized
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- `ExpireModifiers` iterates all 65k provinces — should use sparse tracking (no temp modifiers currently)
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---
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## Next Session
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### Immediate Next Steps
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1. Profile remaining hotspots after current fixes — measure actual improvement
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2. If still slow: consider moving `ModifierSet` out of `ScopedModifierContainer` into separate NativeArray for cache-friendly access
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3. Verify province ownership changes still work correctly after all modifier changes
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### Questions to Resolve
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1. Is `GetProvinceModifierFast` sufficient or does the original `GetProvinceModifier` also need optimization?
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2. Are there other callers of `GetProvinceModifier` outside `EconomySystem` that need the fast path?
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---
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## Quick Reference for Future Claude
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**Key implementations:**
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- Reverse index callback: `Core/Modifiers/ModifierSystem.cs``SetCountryProvincesLookup()`, `MarkCountryProvincesDirty()`
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- Bitmask iteration: `Core/Modifiers/ModifierSet.cs``activeTypeMask`, `CopyActiveToSet()`
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- Fast province query: `Core/Modifiers/ModifierSystem.cs``GetProvinceModifierFast()`, `EnsureCountryScopeClean()`
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- Dirty flag arrays: `Core/Modifiers/ModifierSystem.cs``provinceDirtyFlags`, `countryDirtyFlags`
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- Unsafe pointer access: `Core/Modifiers/ModifierSystem.cs:327``provinceScopes.GetUnsafeReadOnlyPtr()`
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- Wiring: `Core/GameState.cs:209-211``Modifiers.SetCountryProvincesLookup()`
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**Gotchas:**
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- `ScopedModifierContainer` is ~8KB — NEVER access from NativeArray in tight loops without unsafe
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- `provinceDirtyFlags` must be kept in sync with struct's `isDirty` across ALL mutation methods
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- `GetProvinceModifierFast` slow path must call `MarkDirty()` on struct before `RebuildIfDirty` (flag array doesn't set struct's field)
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- `MarkCountryProvincesDirty` with reverse index only sets flag array, NOT struct — `GetProvinceModifierFast` handles the sync on access
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**Files changed this session:**
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- `Core/Modifiers/ModifierSystem.cs` — reverse index callback, dirty flag arrays, fast query path, unsafe access
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- `Core/Modifiers/ModifierSet.cs` — bitmask active type tracking, `CopyActiveToSet()`, `BitCount` helper
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- `Core/Modifiers/ScopedModifierContainer.cs``IsDirty`, `ApplyModifierFromCache()`, bitmask-based `RebuildIfDirty`
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- `Core/GameState.cs` — wiring `SetCountryProvincesLookup` after province init
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- `StarterKit/Systems/EconomySystem.cs``EnsureCountryScopeClean` + `GetProvinceModifierFast` in income calc
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- `StarterKit/Systems/AISystem.cs` — pre-allocated NativeList buffers (prior session, carried forward)
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- `StarterKit/Systems/ProvinceHistorySystem.cs` — cached TimeManager (prior session)
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- `Core/Commands/CommandProcessor.cs` — ICommandMessages interface (prior session)
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- `Core/Commands/ICommand.cs` — ICommandMessages interface (prior session)
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---
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## Related Sessions
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- [Session 2 — Semaphore Fix](2-semaphore-waitforsignal-fix.md) — GPU sync stall
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- [Session 1 — Runtime Performance](1-runtime-performance-optimization.md) — reverse index, initial fixes

Scripts/Core/Commands/CommandProcessor.cs

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}
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}
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/// <summary>
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/// Submit a command for execution without allocating a result message string.
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/// Used by AI and other hot-path callers that don't need feedback.
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/// </summary>
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public bool SubmitCommand<T>(T command) where T : ICommand
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{
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if (disposed)
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return false;
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// Get command type ID for networking (use runtime type, not compile-time)
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Type commandType = command.GetType();
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if (!commandTypeIds.TryGetValue(commandType, out ushort typeId))
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{
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if (IsMultiplayer)
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{
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ArchonLogger.LogWarning($"CommandProcessor: Command type {commandType.Name} not registered for networking - executing locally only!", "core_commands");
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}
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// Unregistered command: validate + execute locally
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if (!command.Validate(gameState))
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return false;
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return ExecuteLocallyPreValidated(command);
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}
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// Local validation first
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if (!command.Validate(gameState))
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return false;
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// Multiplayer routing
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if (IsMultiplayer && !IsAuthoritative)
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{
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byte[] commandData = SerializeCommand(typeId, command);
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networkBridge.SendCommandToHost(commandData, 0);
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return true;
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}
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// Host or single-player: execute locally (already validated)
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bool success = ExecuteLocallyPreValidated(command);
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// Host: broadcast to clients
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if (success && IsMultiplayer && IsAuthoritative)
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{
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byte[] commandData = SerializeCommand(typeId, command);
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networkBridge.BroadcastCommand(commandData, 0);
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}
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return success;
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}
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/// <summary>
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/// Submit a command for execution.
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/// In multiplayer:
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return success;
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}
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/// <summary>
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/// Execute a pre-validated command locally without message allocation.
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/// Caller must have already validated the command.
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/// Used by AI and hot-path callers.
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/// </summary>
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private bool ExecuteLocallyPreValidated<T>(T command) where T : ICommand
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{
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try
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{
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command.Execute(gameState);
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gameState.EventBus.Emit(new CommandExecutedEvent
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{
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CommandType = typeof(T),
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IsSuccess = true
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});
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return true;
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}
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catch (Exception e)
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{
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ArchonLogger.LogError($"CommandProcessor: Command execution failed - {e.Message}", "core_commands");
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gameState.EventBus.Emit(new CommandExecutedEvent
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{
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CommandType = typeof(T),
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IsSuccess = false,
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Error = e.Message
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});
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return false;
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}
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}
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/// <summary>
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/// Execute a command locally without network routing.
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/// Used by host after validation and by clients after receiving from host.
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private string GetCommandValidationError<T>(T command) where T : ICommand
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{
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var method = command.GetType().GetMethod("GetValidationError");
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if (method != null && method.ReturnType == typeof(string))
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{
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return (string)method.Invoke(command, new object[] { gameState });
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}
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return $"{command.GetType().Name} failed validation";
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if (command is ICommandMessages messages)
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return messages.GetValidationError(gameState);
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return "Command failed validation";
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}
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private string GetCommandSuccessMessage<T>(T command) where T : ICommand
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{
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var method = command.GetType().GetMethod("GetSuccessMessage");
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if (method != null && method.ReturnType == typeof(string))
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{
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return (string)method.Invoke(command, new object[] { gameState });
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}
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return $"{command.GetType().Name} executed successfully";
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if (command is ICommandMessages messages)
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return messages.GetSuccessMessage(gameState);
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return "Command executed successfully";
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}
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public void Dispose()

Scripts/Core/Commands/ICommand.cs

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}
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}
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/// <summary>
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/// Optional interface for commands that provide custom messages.
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/// Commands without this use generic "executed successfully" / "failed validation".
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/// Replaces reflection-based message lookup (zero-alloc for commands that don't implement this).
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/// </summary>
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public interface ICommandMessages
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{
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string GetSuccessMessage(GameState gameState);
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string GetValidationError(GameState gameState);
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}
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/// <summary>
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/// Interface for commands that can be networked
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/// Provides serialization support for multiplayer

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