Manual: balance load in on_tick

Place to get help with not working mods / modding interface.
Post Reply
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Manual: balance load in on_tick

Post by Optera »

Since i couldn't find something similar and I guess most modders will use on_tick I'm going to start this thread as help to reduce load from on_tick events.
If you have a way to distribute load across multiple ticks, please add it to this thread.

single modulo

Code: Select all

if game.tick % update_interval then
  for k, sensor in pairs(global.Sensors ) do
     Worker(sensor)
  end				
end	
Added only for completion.
Con:
  • no load distribution among ticks
modulo compare

Code: Select all

for k, sensor in pairs(global.Sensors ) do
  if k % update_interval == game.tick % update_interval then
     Worker(sensor)
  end				
end	
Pro:
  • spreads load from Worker evenly across corresponding modulos
Con:
  • works only with global.Sensors as array
    unordered sets will break this method

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5151
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Manual: balance load in on_tick

Post by Klonan »

With the modulo compare, you can rearrange it so you only need a single modulo:

Code: Select all

function on_tick(event)
  local tick = game.tick
  for k, v in pairs (global.table) do
    if (k + tick) % interval == 0 then
      do_something(v)
    end  
  end
end

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Manual: balance load in on_tick

Post by Optera »

Klonan wrote:With the modulo compare, you can rearrange it so you only need a single modulo:
That's smart.
Do you have something working for unordered sets by chance?

Rseding91
Factorio Staff
Factorio Staff
Posts: 13219
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Manual: balance load in on_tick

Post by Rseding91 »

Optera wrote:
Klonan wrote:With the modulo compare, you can rearrange it so you only need a single modulo:
That's smart.
Do you have something working for unordered sets by chance?

Code: Select all

local i = 1
In your loop increment it by 1 and use it as the index.
If you want to get ahold of me I'm almost always on Discord.

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1194
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: Manual: balance load in on_tick

Post by Mooncat »

After reading FFF-161, I have an idea but still haven't tried it yet (or maybe I did for the creative chests in CM unintentionally):

When you add items into the global table, separate them into sub-tables indexed by integer: for the first item, you add it into the table at [1], next at [2], and so on...

Code: Select all

function insert_sensor_at(i, sensor)
  if not global.Sensors[i] then global.Sensors[i] = {} end
  table.insert(global.Sensors[i], sensor)
end

1st sensor: insert_sensor_at(1, sensor)
2nd sensor: insert_sensor_at(2, sensor)
n-th sensor: insert_sensor_at(n % interval + 1, sensor)
Then, in on_tick, you only loop through the sub-table at particular index:

Code: Select all

function on_tick(event)
  local tick = game.tick
  local index = tick % interval + 1
  for k, sensor in pairs(global.Sensors[index])
    Worker(sensor)
  end
end
Although it is still O(n), but I guess it can improve UPS a little bit? :lol:

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Manual: balance load in on_tick

Post by Optera »

Mooncat wrote:When you add items into the global table, separate them into sub-tables indexed by integer: for the first item, you add it into the table at [1], next at [2], and so on...

Code: Select all

function insert_sensor_at(i, sensor)
  if not global.Sensors[i] then global.Sensors[i] = {} end
  table.insert(global.Sensors[i], sensor)
end
Is there any advantage in having to add checks so it wont become an unordered set? When you can do this

Code: Select all

 table.insert(global.Sensors, sensor)
or if you want to add in the middle of a table. With insert taking care of moving all following indexes up 1.

Code: Select all

 table.insert(global.Sensors, index, sensor)
Another thing I stumbled across:
According to this stackoverflow thread table[#table+1] = value is a little bit faster for appending at the end of tables than table.insert(table, value)

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1194
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: Manual: balance load in on_tick

Post by Mooncat »

Did you mean the if check? It is just for ensuring the sub-table exists so it doesn't show error. It doesn't matter if you use sorted or unsorted set, the trick is to separate the whole big global.Sensors into smaller global.Sensors[1 ~ interval].

As stated in that FFF, the problem of having one global.Sensors is that you still need to loop through the whole set and check

Code: Select all

if (k + tick) % interval == 0 then
for each item. Maybe the problem is smaller than the FFF because the numbers are straightforward in our case. But still, my idea can reduce the number of modulo operations so, in theory, it can save some UPS.

Maybe we should carry out a test for them. Also for table[#table+1]. :)

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Manual: balance load in on_tick

Post by Optera »

I meant checks to make sure i in function insert_sensor_at(i, sensor) is always continuous. If you happen to remove just the right sensors it might end up like this: global.Sensors[1], global.Sensors[2], global.Sensors[4] which behaves a bit odd. I think #global.Sensors would return 2 for example.

You'd have rebuild the array on every create/remove. Depending on how often you update vs rebuild the array it may not improve performance at all.

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: Manual: balance load in on_tick

Post by Choumiko »

Mooncat wrote:Maybe we should carry out a test for them. Also for table[#table+1]. :)
Someone more or less already has: https://springrts.com/wiki/Lua_Performance

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Manual: balance load in on_tick

Post by Optera »

Choumiko wrote:
Mooncat wrote:Maybe we should carry out a test for them. Also for table[#table+1]. :)
Someone more or less already has: https://springrts.com/wiki/Lua_Performance
Thanks for linking this. I had no idea for loops in lua had such huge performance differences. Getting rid of for pair loops should yield a lot more than any other optimization.

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1194
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: Manual: balance load in on_tick

Post by Mooncat »

Optera wrote:I meant checks to make sure i in function insert_sensor_at(i, sensor) is always continuous. If you happen to remove just the right sensors it might end up like this: global.Sensors[1], global.Sensors[2], global.Sensors[4] which behaves a bit odd. I think #global.Sensors would return 2 for example.

You'd have rebuild the array on every create/remove. Depending on how often you update vs rebuild the array it may not improve performance at all.
hm... you don't need to make sure i is continuous. But I think some more works are needed in order to make the sensors to be evenly distributed. Like another array of indexes sorted by the array sizes.

And no, don't use #global.Sensors because they are arrays. #global.Sensors doesn't represent the number of sensors, but the number of sensor arrays.
Choumiko wrote:
Mooncat wrote:Maybe we should carry out a test for them. Also for table[#table+1]. :)
Someone more or less already has: https://springrts.com/wiki/Lua_Performance
That's a good article. Thanks for share. :D

Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: Manual: balance load in on_tick

Post by Supercheese »

Optera wrote:
Choumiko wrote:
Mooncat wrote:Maybe we should carry out a test for them. Also for table[#table+1]. :)
Someone more or less already has: https://springrts.com/wiki/Lua_Performance
Thanks for linking this. I had no idea for loops in lua had such huge performance differences. Getting rid of for pair loops should yield a lot more than any other optimization.
Pretty sure Factorio has a custom implementation of pairs(), which could make those performance tests invalid for Factorio applications.

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Manual: balance load in on_tick

Post by Optera »

It seems factorio performance behaves similar, but the effects are neglectably small.
For Inventory Sensor 1.1.3 i changed every possible for pairs to for i, #table and table.insert to table[#table+1] performance only went up by 0.06 UPS at best on my test map and oddly enough stayed exactly the same on some other maps.
in Numbers on the same save:
Inventory Sensor 1.1.1 ~0.28
Inventory Sensor 1.1.3 ~0.24

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Manual: balance load in on_tick

Post by bobingabout »

I was thinking of something along the lines of

Code: Select all

if tick % sizeof(global.table) == 0 then
but then it hit me.... how do you even get the size of a table?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2919
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Manual: balance load in on_tick

Post by Optera »

bobingabout wrote:I was thinking of something along the lines of

Code: Select all

if tick % sizeof(global.table) == 0 then
but then it hit me.... how do you even get the size of a table?
If it's an array you can use #table, if it's an unordered set you have to iterate through the entire thing with for pairs and count = count+1
For anything mostly run inside on_tick arrays seem the better storage strategy.

Using unordered sets does have advantages though.
If you store entities indexed by unit_number you don't have to use for loops when you get events triggered by entities and can access directly with global.entities[event.entity.unit_number].
Inventories are also unordered sets, with item name being the key which makes it a bit slower to read everything, but makes it very fast updating the count of a single item.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Manual: balance load in on_tick

Post by bobingabout »

In that case, you'd probably end up with something like...

Code: Select all

-- Count tracker. would definitely be better to keep track of the size externally to on_tick
global.count = 0 
for k, sensor in pairs(global.Sensors) do
  global.count = global.count + 1 -- would be so much easier if we could do count++ like in C
end

--in on_tick
local count = 0
for k, sensor in pairs(global.Sensors) do
  count = count + 1
  if game.tick % global.count == count then
    --do stuff with sensor or global.Sensors[k]
  end
end
Alternatively, a slightly less safe but faster method, assuming you use an indexed table, and global.count is updated external to the tick routine:

Code: Select all

i = game.tick % global.count
--do stuff to global.Sensors[i]
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

User avatar
Macros
Inserter
Inserter
Posts: 23
Joined: Mon Mar 07, 2016 11:42 am
Contact:

Re: Manual: balance load in on_tick

Post by Macros »

I use a while loop during on_tick. This method iterates over 1/60th of the table each tick, starting over from the beginning once 60 ticks have passed:

Code: Select all

local TICK_INTERVAL = 60

script.on_event(defines.events.on_tick, function(event)
  local size = #global.ArrayOfThings
  local i = global.Counter -- global.Counter starts at 1, and increments by 1 every tick, resetting to 1 when global.Counter == TICK_INTERVAL
  while i <= size do
    local thing = global.ArrayOfThings[i]
    if thing ~= nil then
      <...do stuff...>
    end
    i = i + TICK_INTERVAL
  end
  global.Counter = (global.Counter % TICK_INTERVAL) + 1
end)
for is more efficient when iterating over an entire table, but my tests have indicated that while is more efficient when you only want a small fraction of the table on any given tick.
>nature.destroy()

User avatar
DedlySpyder
Filter Inserter
Filter Inserter
Posts: 253
Joined: Fri Jun 20, 2014 11:42 am
Contact:

Re: Manual: balance load in on_tick

Post by DedlySpyder »

Optera wrote:It seems factorio performance behaves similar, but the effects are neglectably small.
For Inventory Sensor 1.1.3 i changed every possible for pairs to for i, #table and table.insert to table[#table+1] performance only went up by 0.06 UPS at best on my test map and oddly enough stayed exactly the same on some other maps.
in Numbers on the same save:
Inventory Sensor 1.1.1 ~0.28
Inventory Sensor 1.1.3 ~0.24
I've had similarly small results from testing between the two. Powered entities had a big freeze (several seconds on a large map) and changing between the two had fairly inconclusive results (the minor variation in the search itself was about the same as what I might have saved).


As for this topic in general, I am going to need something like this soon, and here is my take on it:

Every time I add something to the global table I will recalculate a global variable (offset). This offset will be the number of items I need to check divided by how often (so 120 items divided by 60 ticks) rounded (not sure if I should floor or ceiling yet). Then, every tick take the modulo of the tick by the interval (60) times my offset, and check the offset in items. So if we're on tick 42 from above, we check 84 and 85.

I've yet to actually try this, but it seems to make sense in my head and written out.

Post Reply

Return to “Modding help”