ludic.nav (17.10): the time paths take, counted in the shim
nav_us() gives the microseconds spent in nav_path across the loaded meshes. The shim times each path with the OS's monotonic clock (clock_gettime, or QueryPerformanceCounter from KERNEL32), so the DLL still needs no C++ runtime. Both libraries are rebuilt, and 13 tests pass on the Mac and the PC. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9 changed files with 58 additions and 9 deletions
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@ -51,7 +51,7 @@ import "ludic.nav"
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| `nav_next_corner(kind, filter, sx, sy, sz, ex, ey, ez) -> bool` | the next corner of that way, read back as the nearest point is (a walker's one question a frame) |
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| `nav_straight(kind, filter, sx, sy, sz, ex, ez) -> bool` | does the straight line stay walkable |
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| `nav_random_near(kind, filter, x, y, z, r, seed) -> bool`, `nav_near_x/y/z()` | a reachable point about r away, from the caller's seed |
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| `nav_asked()`, `nav_found()`, `nav_short()` | paths asked for, found and cut short since the meshes loaded (a game's measure of how often its walkers had a way) |
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| `nav_asked()`, `nav_found()`, `nav_short()`, `nav_us()` | paths asked for, found and cut short since the meshes loaded, and the microseconds they took (timed in the shim by the OS clock: a game's measure of how often its walkers had a way, and what it cost) |
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| `nav_area_cost(kind, filter, area, cost)` | how dear a kind of ground is to cross by that filter |
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## Tests
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packages/ludic.nav/lib/macos-arm64/libludicnav.dylib
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packages/ludic.nav/lib/macos-arm64/libludicnav.dylib
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packages/ludic.nav/lib/windows-x64/ludicnav.dll
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packages/ludic.nav/lib/windows-x64/ludicnav.dll
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packages/ludic.nav/lib/windows-x64/ludicnav.lib
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packages/ludic.nav/lib/windows-x64/ludicnav.lib
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@ -11,6 +11,7 @@ extern function nvc_nearest(h: pointer, x: float, y: float, z: float, out: point
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extern function nvc_area_cost(h: pointer, f: int, area: int, cost: float) -> void = "nav_area_cost"
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extern function nvc_path(h: pointer, f: int, sx: float, sy: float, sz: float, ex: float, ey: float, ez: float, out: pointer, max: int) -> int = "nav_path"
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extern function nvc_partial(h: pointer) -> int = "nav_partial"
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extern function nvc_us(h: pointer) -> int = "nav_us"
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extern function nvc_raycast(h: pointer, f: int, sx: float, sy: float, sz: float, ex: float, ez: float) -> int = "nav_raycast"
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extern function nvc_random_near(h: pointer, f: int, x: float, y: float, z: float, r: float, seed: int, out: pointer) -> int = "nav_random_near"
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extern function nvc_stage(size: int) -> pointer = "nav_stage"
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@ -22,8 +22,7 @@ NAV_SHIM void nav_area_cost(void *h, int f, int area, float cost) {
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// the corners of a path from one point to another, at most max of them, into out: the count, or
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// -1 when either end is off the mesh. One that cannot reach the end stops as near it as the mesh
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// allows, and nav_partial says so
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NAV_SHIM int nav_path(void *h, int f, float sx, float sy, float sz, float ex, float ey, float ez, float *out, int max) {
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Nav *n = static_cast<Nav *>(h);
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static int nav_path_in(Nav *n, int f, float sx, float sy, float sz, float ex, float ey, float ez, float *out, int max) {
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float s[3] = {sx, sy, sz}, e[3] = {ex, ey, ez}, so[3], eo[3];
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dtPolyRef a = nav_poly_at(n, s, so), b = nav_poly_at(n, e, eo);
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n->partial = 0;
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@ -39,6 +38,15 @@ NAV_SHIM int nav_path(void *h, int f, float sx, float sy, float sz, float ex, fl
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if (dtStatusFailed(n->query->findStraightPath(so, end, n->polys, np, out, nullptr, nullptr, &count, max, 0))) return -1;
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return count;
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}
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NAV_SHIM int nav_path(void *h, int f, float sx, float sy, float sz, float ex, float ey, float ez, float *out, int max) {
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Nav *n = static_cast<Nav *>(h);
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long long t0 = nav_now_ns();
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int r = nav_path_in(n, f, sx, sy, sz, ex, ey, ez, out, max);
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n->ns += nav_now_ns() - t0;
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return r;
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}
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// microseconds this mesh has spent finding paths
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NAV_SHIM int nav_us(void *h) { return static_cast<int>(static_cast<Nav *>(h)->ns / 1000); }
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NAV_SHIM int nav_partial(void *h) { return static_cast<Nav *>(h)->partial; }
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// does the straight line from one point to another stay on the mesh? 1 yes, 0 no, -1 off it
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@ -17,7 +17,27 @@
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#define NAV_SHIM extern "C" __attribute__((visibility("default")))
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#endif
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#ifdef _WIN32
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extern "C" __declspec(dllimport) int __stdcall QueryPerformanceCounter(long long *);
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extern "C" __declspec(dllimport) int __stdcall QueryPerformanceFrequency(long long *);
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#else
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#include <time.h>
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#endif
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namespace {
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// a monotonic clock in nanoseconds, from the OS alone (KERNEL32 on Windows: no C++ runtime to ship)
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long long nav_now_ns() {
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#ifdef _WIN32
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long long c = 0, f = 1;
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QueryPerformanceCounter(&c);
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QueryPerformanceFrequency(&f);
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return (long long)((double)c * 1e9 / (double)f);
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#else
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struct timespec t;
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clock_gettime(CLOCK_MONOTONIC, &t);
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return (long long)t.tv_sec * 1000000000LL + t.tv_nsec;
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#endif
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}
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const int NAV_MAX_POLYS = 512; // polygons a path may cross; a longer one is cut there
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const int NAV_MAX_NODES = 4096; // the search's open list
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const int NAV_FILTERS = 8; // costs per kind of ground: one set per kind of walker's taste
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@ -30,6 +50,7 @@ struct Nav {
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float ext[3] = {2.0f, 4.0f, 2.0f}; // how far to look for the mesh around a point
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dtPolyRef polys[NAV_MAX_POLYS];
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int partial = 0; // the last path stopped short of its end
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long long ns = 0; // time spent finding paths, for the measure (17.10)
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};
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// a navmesh with its query, from params (a set of tiles) or from one tile's data
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@ -47,6 +47,15 @@ export function nav_path(nav_st: mut NavState, kind: int, filter: int, sx: float
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export function nav_asked(nav_st: NavState) -> int { return nav_st.nv_asked }
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export function nav_found(nav_st: NavState) -> int { return nav_st.nv_found }
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export function nav_short(nav_st: NavState) -> int { return nav_st.nv_short }
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# microseconds spent finding those paths, over every loaded mesh
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export function nav_us(nav_st: NavState) -> int {
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var us = 0
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for k in 0 .. NAV_KINDS {
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let h = nv_mesh(nav_st, k)
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if h != null { us += nvc_us(h) }
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}
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return us
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}
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export function nav_partial(nav_st: NavState, kind: int) -> bool {
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let h = nv_mesh(nav_st, kind)
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return h != null and nvc_partial(h) == 1
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@ -124,4 +124,14 @@ program NavTest {
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nav_reset(nav_st)
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expect_eq(nav_polygons(nav_st, NAV_SMALL), 0)
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}
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test "the time paths take is counted, and only while a mesh is loaded" (nav_st: mut NavState) {
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expect_eq(nav_us(nav_st), 0)
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expect(meadow(nav_st, NAV_PERSON, 0, true))
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for i in 0 .. 2000 { nav_path(nav_st, NAV_PERSON, 0, 5.0, 0.0, 20.0, 35.0, 0.0, 20.0) }
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expect(nav_us(nav_st) > 0)
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expect(nav_us(nav_st) < 2000000)
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nav_reset(nav_st)
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expect_eq(nav_us(nav_st), 0)
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}
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}
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