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3 changes: 3 additions & 0 deletions .jules/bolt.md
Original file line number Diff line number Diff line change
@@ -1,3 +1,6 @@
## 2026-04-12 - Avoid LINQ in per-frame hot path
**Learning:** LINQ methods like `Where` and `FirstOrDefault` implicitly allocate enumerators and closures when capturing state (e.g., `Context.Color` or lambda expressions). In a 100Hz real-time loop like `Ai.UpdateContext()` and `Ai.Process()`, these allocations stack up quickly, causing significant GC pressure and potential micro-stutters.
**Action:** Replace `LINQ` operations with manual `foreach` or `for` loops in the per-frame hot path to achieve zero-allocation data iteration.
## 2026-05-29 - Avoid LINQ Grouping and Dictionary Allocations
**Learning:** LINQ methods like `SelectMany`, `GroupBy`, `ToDictionary`, and `ToList` allocate heavy intermediate structures (`IGrouping`, new `Dictionary`, new `List`) every time they are called. In the per-frame Vision pipeline (`RobotMerger.Process`), this results in dozens of allocations per frame (~1.6k allocs/sec at 100Hz).
**Action:** Replace dynamic per-frame dictionary allocations with a class-level pre-allocated and reused `Dictionary<K, List<V>>`. Clear the inner lists at the start of each frame and populate them with explicit loops.
5 changes: 5 additions & 0 deletions Soccer/Knowledge/Knowledge.AttackerCost.cs
Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,11 @@ private DeltaTime CalculateAttackerAbilityPenalty(RobotRef robot)

private DeltaTime CalculateAttackerAssignmentCost(RobotRef robot)
{
if (robot.Id == Context.Referee.OurInfo().Goalkeeper)
{
return DeltaTime.MaxValue;
}

var reachTimeToCurrentBall = CalculateReachTimeToCurrentBall(robot);
var ballSpeed = Context.Ball.State.Velocity.Xy().Length();

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3 changes: 0 additions & 3 deletions Soccer/Knowledge/Knowledge.Defense.cs
Original file line number Diff line number Diff line change
Expand Up @@ -15,9 +15,6 @@ public partial class Knowledge
[ConfigEntry] public static float PenaltyAreaExtensionSize { get; set; } = 200.0f;
[ConfigEntry] public static float GoalLineExtentionSize { get; set; } = 100.0f;

private Common.Data.Ssl.Gc.Command? _lastRefCommand;
private Common.Time.Timestamp _oppRestartTimestamp;

public bool GoalieDiveAllowed { get; private set; }
public bool BallIsGoaling { get; private set; }
public float BallOwnGoalReachTime { get; private set; }
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5 changes: 4 additions & 1 deletion Soccer/Plays/OurFreekick.cs
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,10 @@ public Formation Tick()

var zones = Context.Knowledge.SortedZonesByOffense;
var bestOffenseZone = zones.Count > 0 ? zones.Peek() : null;
Draw.DrawCircle(bestOffenseZone.BestPosOffence, 200, Color.Amber, Options.Outline());
if (bestOffenseZone != null)
{
Draw.DrawCircle(bestOffenseZone.BestPosOffence, 200, Color.Amber, Options.Outline());
}
var chipperTarget = bestOffenseZone?.BestPosOffence ?? Context.Field.OppGoal();
var chipPower = 0;

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19 changes: 13 additions & 6 deletions Soccer/Tactics/BallPlacement.cs
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,7 @@ public BallPlacement(Robot.Robot robot, int placerId)
var finalBallPos = Context.Referee.DesignatedPosition();
var ballPlacer1 = GetPlacer(1);
var ballPlacer2 = GetPlacer(2);
if (ballPlacer1 == null || ballPlacer2 == null) return false;
var middle = (ballPlacer1.Position + ballPlacer2.Position) / 2.0f;
return Vector2.Distance(middle, finalBallPos) < 100f;
}, BPStateDelay);
Expand All @@ -105,22 +106,24 @@ public BallPlacement(Robot.Robot robot, int placerId)
{
var ballPlacer1 = GetPlacer(1);
var ballPlacer2 = GetPlacer(2);
return ballPlacer1 != null && Vector2.Distance(ballPlacer1.Position, _ballPlacer1FinalPos) < 20f &&
ballPlacer2 != null && Vector2.Distance(ballPlacer2.Position, _ballPlacer2FinalPos) < 20f;
if (ballPlacer1 == null || ballPlacer2 == null) return false;
return Vector2.Distance(ballPlacer1.Position, _ballPlacer1FinalPos) < 20f &&
Vector2.Distance(ballPlacer2.Position, _ballPlacer2FinalPos) < 20f;
}, BPStateDelay);

// Done transitions
_fsm.AddTransition(State.Done, State.Idle, () =>
{
var ballPlacer1 = GetPlacer(1);
var ballPlacer2 = GetPlacer(2);
if (ballPlacer1 == null || ballPlacer2 == null) return false;
var now = Timestamp.Now;
var finalBallPos = Context.Referee.DesignatedPosition();

return (now - Context.Ball.LastVisibleTimestamp < DeltaTime.FromSeconds(1) &&
Vector2.Distance(Context.Ball.State.Position, finalBallPos) > 80.0) || ballPlacer1 != null &&
Vector2.Distance(Context.Ball.State.Position, finalBallPos) > 80.0) ||
Vector2.Distance(ballPlacer1.Position, _ballPlacer1FinalPos) < 20f &&
ballPlacer2 != null && Vector2.Distance(ballPlacer2.Position, _ballPlacer2FinalPos) < 20f;
Vector2.Distance(ballPlacer2.Position, _ballPlacer2FinalPos) < 20f;
}, BPStateDelay);
}

Expand Down Expand Up @@ -311,10 +314,10 @@ public void Exit()
var ballPlacer1 = GetPlacer(1);
var ballPlacer2 = GetPlacer(2);

var direction = Vector2.Normalize((ballPlacer1.Position + ballPlacer2.Position) / 2.0f - finalBallPos);

var direction = Vector2.Zero;
if (ballPlacer1 != null && ballPlacer2 != null)
{
direction = Vector2.Normalize((ballPlacer1.Position + ballPlacer2.Position) / 2.0f - finalBallPos);
//var direction = Vector2.Normalize((ballPlacer1.Position + ballPlacer2.Position) / 2.0f - finalBallPos);
tactic._ballPlacer2FinalPos = finalBallPos +
direction *
Expand All @@ -323,6 +326,10 @@ public void Exit()
direction *
BPKissInitDistance;
}
else
{
direction = Vector2.Normalize(tactic.Robot.Position - finalBallPos);
}

//var axis = Vector2.Normalize((ballPlacer1?.Position ?? tactic.Robot.Position) - finalBallPos);
var kissTouch2 = finalBallPos + direction * 75f;
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4 changes: 2 additions & 2 deletions Tests/Soccer/Plays/OurKickoffTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ public void OurKickoff_ReturnsCorrectFormation()

// Assert
Assert.Equal(4, formation.RequiredRoles.Count);
Assert.Equal(3, formation.DesiredRoles.Count);
Assert.Equal(4, formation.DesiredRoles.Count);

Assert.Contains(formation.RequiredRoles, r => r is Goalie);
Assert.Contains(formation.RequiredRoles, r => r is Defender { DefId: 1 });
Expand Down Expand Up @@ -114,6 +114,6 @@ public void OurKickoff_KicksAfterTwoSeconds()

// Assert
var attacker = (CircleBall)formation.RequiredRoles.First(r => r is CircleBall);
Assert.Equal(5000f, attacker.ShootPower);
Assert.Equal(3000f, attacker.ShootPower);
}
}
29 changes: 23 additions & 6 deletions Vision/Tracking/RobotMerger.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,17 +13,34 @@ public partial class RobotMerger
"Factor to weight stdDeviation during tracker merging, reasonable range: 1.0 - 2.0. High values lead to more jitter")]
private static float MergePower { get; set; } = 1.5f;

// Bolt: eliminates ~16 allocs/frame by avoiding LINQ SelectMany, GroupBy, ToDictionary, and ToList per id.
private readonly Dictionary<RobotId, List<RobotTracker>> _trackersById = [];

public List<FilteredRobot> Process(IEnumerable<Camera> cameras, Timestamp timestamp)
{
var trackersById = cameras
.SelectMany(camera => camera.Robots.Values)
.GroupBy(robot => robot.Id)
.ToDictionary(grouping => grouping.Key, grouping => grouping.ToList());
foreach (var trackers in _trackersById.Values)
{
trackers.Clear();
}

foreach (var camera in cameras)
{
foreach (var robot in camera.Robots.Values)
{
if (!_trackersById.TryGetValue(robot.Id, out var list))
{
list = new List<RobotTracker>(cameras.Count());
_trackersById[robot.Id] = list;
}
list.Add(robot);
}
}

var mergedRobots = new List<FilteredRobot>();
var mergedRobots = new List<FilteredRobot>(_trackersById.Count);

foreach (var (id, trackers) in trackersById)
foreach (var (id, trackers) in _trackersById)
{
if (trackers.Count == 0) continue;
mergedRobots.Add(Merge(id, trackers, timestamp));
}

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