From 6d4b20c413811a9f88e5be97128b7dd6445bff08 Mon Sep 17 00:00:00 2001 From: Ben Harris Date: Sun, 6 Aug 2023 13:30:38 +0100 Subject: [PATCH] Pearl: re-use a single grid structure when generating Pearl generally has to generate quite a lot of candidate loops before it can find one that makes a viable puzzle. Before this change it generated a new grid structure for each of those candidate loops. The result was that grid_new() accounted for over 5% of the puzzle-generation time. Pulling grid_new() out of the loop-generation loop makes "pearl --generate 100 8x8dt#0" about 6% faster on my laptop, while producing precisely the same output. Most of this change is just renaming the "grid" variable in new_clues() so it doesn't collide with the typedef of the same name. --- pearl.c | 25 ++++++++++++------------- 1 file changed, 12 insertions(+), 13 deletions(-) diff --git a/pearl.c b/pearl.c index ee32da3..6c64ee9 100644 --- a/pearl.c +++ b/pearl.c @@ -1087,9 +1087,8 @@ static int pearl_loopgen_bias(void *vctx, char *board, int face) return ctx->score; } -static void pearl_loopgen(int w, int h, char *lines, random_state *rs) +static void pearl_loopgen(int w, int h, char *lines, random_state *rs, grid *g) { - grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL); char *board = snewn(g->num_faces, char); int i, s = g->tilesize; struct pearl_loopgen_bias_ctx biasctx; @@ -1169,7 +1168,6 @@ static void pearl_loopgen(int w, int h, char *lines, random_state *rs) } } - grid_free(g); sfree(board); #if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS @@ -1192,11 +1190,11 @@ static void pearl_loopgen(int w, int h, char *lines, random_state *rs) } static int new_clues(const game_params *params, random_state *rs, - char *clues, char *grid) + char *clues, char *grid_out) { int w = params->w, h = params->h, diff = params->difficulty; int ngen = 0, x, y, d, ret, i; - + grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL); /* * Difficulty exception: 5x5 Tricky is not generable (the @@ -1207,13 +1205,13 @@ static int new_clues(const game_params *params, random_state *rs, while (1) { ngen++; - pearl_loopgen(w, h, grid, rs); + pearl_loopgen(w, h, grid_out, rs, g); #ifdef GENERATION_DIAGNOSTICS printf("grid array:\n"); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { - int type = grid[y*w+x]; + int type = grid_out[y*w+x]; char s[5], *p = s; if (type & L) *p++ = 'L'; if (type & R) *p++ = 'R'; @@ -1232,7 +1230,7 @@ static int new_clues(const game_params *params, random_state *rs, */ for (y = 0; y < h; y++) for (x = 0; x < w; x++) { - int type = grid[y*w+x]; + int type = grid_out[y*w+x]; clues[y*w+x] = NOCLUE; @@ -1246,7 +1244,7 @@ static int new_clues(const game_params *params, random_state *rs, for (d = 1; d <= 8; d += d) if (type & d) { int xx = x + DX(d), yy = y + DY(d); assert(xx >= 0 && xx < w && yy >= 0 && yy < h); - if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx])) + if ((bLU|bLD|bRU|bRD) & (1 << grid_out[yy*w+xx])) break; } if (d <= 8) /* we found one */ @@ -1260,7 +1258,7 @@ static int new_clues(const game_params *params, random_state *rs, for (d = 1; d <= 8; d += d) if (type & d) { int xx = x + DX(d), yy = y + DY(d); assert(xx >= 0 && xx < w && yy >= 0 && yy < h); - if (!((bLR|bUD) & (1 << grid[yy*w+xx]))) + if (!((bLR|bUD) & (1 << grid_out[yy*w+xx]))) break; } if (d > 8) /* we didn't find a counterexample */ @@ -1286,7 +1284,7 @@ static int new_clues(const game_params *params, random_state *rs, /* * See if we can solve the puzzle just like this. */ - ret = pearl_solve(w, h, clues, grid, diff, false); + ret = pearl_solve(w, h, clues, grid_out, diff, false); assert(ret > 0); /* shouldn't be inconsistent! */ if (ret != 1) continue; /* go round and try again */ @@ -1295,7 +1293,7 @@ static int new_clues(const game_params *params, random_state *rs, * Check this puzzle isn't too easy. */ if (diff > DIFF_EASY) { - ret = pearl_solve(w, h, clues, grid, diff-1, false); + ret = pearl_solve(w, h, clues, grid_out, diff-1, false); assert(ret > 0); if (ret == 1) continue; /* too easy: try again */ @@ -1362,7 +1360,7 @@ static int new_clues(const game_params *params, random_state *rs, clue = clues[y*w+x]; clues[y*w+x] = 0; /* try removing this clue */ - ret = pearl_solve(w, h, clues, grid, diff, false); + ret = pearl_solve(w, h, clues, grid_out, diff, false); assert(ret > 0); if (ret != 1) clues[y*w+x] = clue; /* oops, put it back again */ @@ -1383,6 +1381,7 @@ static int new_clues(const game_params *params, random_state *rs, break; /* got it */ } + grid_free(g); debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h));