The problem
S3maphore's playlist rules need facts about the world around the player: which records, types, and content files are present, whether hostile actors are nearby, and whether the exterior area has changed.
The naive representation is a retained list of game objects. That is convenient at first. It also keeps engine-backed values alive, repeats expensive interpretation at query time, and makes the lifetime of the collected objects part of every rule's problem.
Change the representation first
The important early move was not a cleverer loop. It was changing what the collector retained.
Commit 5d608a26 made that first move toward cached string and count primitives instead of retaining game objects as the main representation. The current staticCollection.lua exposes the result as counts by record, type, and content file.
That choice changes the problem. Playlist rules can ask semantic questions about counts and identities without repeatedly crossing into object userdata. The collector owns the engine-bound traversal; the consumer receives data shaped for the decision it has to make.
Then make the work incremental
The representation change made incremental work possible:
342d77ddthen tracked cell and combat-target changes with events, removing more repeated work from the collection path;8d574d40moved presence tracking into a coroutine-driven global sweep;76358648removed the redundantstaticListrepresentation;b202141cadded per-cell presence so the system could choose the appropriate scope;d7f38bb5applied a large optimization pass after the shape and ownership were understood.
The sequence is more important than any one commit:
The representation sequence
The collection became cheaper only after its data shape, invalidation, deferred work, and lifetime were made explicit.
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engine
Engine objects
Rich live handles are expensive to traverse and retain.
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state
String / count representation
Keep the facts the rules actually need.
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service
Event-aware changes
React when relevant world state changes.
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component
Incremental coroutine work
Spread a large scan across bounded slices of time.
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boundary
Explicit generation and lifetime rules
Reject deferred results that no longer belong to the current world.
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result
Optimization
Tune the proven shape only after the ownership story is honest.
How the pieces relate
- Engine objects String / count representation
- String / count representation Event-aware changes
- Event-aware changes Incremental coroutine work
- Incremental coroutine work Explicit generation and lifetime rules
- Explicit generation and lifetime rules Optimization
The generation-counter scar belongs in this genealogy too. Once work can be deferred, b148ee31 gives a result an identity so an old sweep cannot quietly publish into a newer world. See Generations for Deferred Work.
Why this is a crown jewel
This one system ties together several performance truths without reducing them to “Lua is slow”:
- representation determines what must cross the engine boundary;
- counts and strings can outlive a traversal more safely than live object handles;
- incremental work makes a large scan fit within a frame budget;
- events reduce needless recomputation but increase invalidation responsibility;
- deferred work needs an authority check before it publishes;
- optimization comes after the data shape and ownership are honest.
That is why this belongs late in the suggested path. The pieces are simple individually, but the genealogy shows how they become necessary rather than fashionable.
What to steal
Before optimizing a loop, ask whether it is iterating the right representation. Before making work incremental, define what data may be published and when it becomes stale.
Do not begin with a coroutine, a cache, or a generation counter. Begin by deciding what the consumer actually needs and who owns the engine traversal.
When not to use this
If the collection is small, short-lived, and not queried by multiple consumers, retain the simplest local representation. Do not build a global incremental collector to avoid a cheap direct lookup. This design earns its machinery through world size, repeated queries, engine-boundary cost, or a real frame budget.