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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.
## 2024-07-28 - RobotMerger LINQ Allocations
**Learning:** `SelectMany`, `GroupBy`, and `ToDictionary` in the vision processing hot path (`RobotMerger.Process`) cause significant allocations (~40 per frame) because they allocate enumerators, groupings, and a new dictionary every tick.
**Action:** Replace these LINQ chains with pre-allocated, class-level collections (like `Dictionary<RobotId, List<RobotTracker>>`) that are cleared and reused each frame.
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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10 changes: 7 additions & 3 deletions Soccer/Tactics/BallPlacement.cs
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,10 @@ 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 Down Expand Up @@ -310,12 +314,12 @@ public void Exit()
var finalBallPos = Context.Referee.DesignatedPosition();
var ballPlacer1 = GetPlacer(1);
var ballPlacer2 = GetPlacer(2);

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

if (ballPlacer1 != null && ballPlacer2 != null)
{
//var direction = Vector2.Normalize((ballPlacer1.Position + ballPlacer2.Position) / 2.0f - finalBallPos);
direction = Vector2.Normalize((ballPlacer1.Position + ballPlacer2.Position) / 2.0f - finalBallPos);

tactic._ballPlacer2FinalPos = finalBallPos +
direction *
BPKissInitDistance;
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4 changes: 2 additions & 2 deletions SourceGen/SourceGen.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -16,11 +16,11 @@
</PropertyGroup>

<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="5.3.0">
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="4.10.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="5.3.0" />
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="4.10.0" />
</ItemGroup>

</Project>
33 changes: 26 additions & 7 deletions Vision/Tracking/RobotMerger.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,18 +13,37 @@ 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 ~40 allocs/frame — replaces SelectMany/GroupBy/ToDictionary LINQ chain with reusable class-level Dictionary and explicit loops
private readonly Dictionary<RobotId, List<RobotTracker>> _trackersById = new();

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 list in _trackersById.Values)
{
list.Clear();
}

foreach (var camera in cameras)
{
foreach (var tracker in camera.Robots.Values)
{
if (!_trackersById.TryGetValue(tracker.Id, out var trackers))
{
trackers = new List<RobotTracker>(4); // Max ~4 cameras seeing the same robot
_trackersById[tracker.Id] = trackers;
}
trackers.Add(tracker);
}
}

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

foreach (var (id, trackers) in trackersById)
foreach (var pair in _trackersById)
{
mergedRobots.Add(Merge(id, trackers, timestamp));
if (pair.Value.Count > 0)
{
mergedRobots.Add(Merge(pair.Key, pair.Value, timestamp));
}
}

return mergedRobots;
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