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Description
Issue: Missing Gas Optimization and Performance Improvements
Description:
The codebase lacks gas optimization strategies and performance improvements. Many functions perform inefficient operations, have unnecessary storage reads/writes, and don't implement batch operations where they would be beneficial. This leads to high gas costs and poor user experience.
Problems Identified:
- Inefficient Storage Operations: Multiple unnecessary storage reads and writes in loops
- Missing Batch Operations: No batch processing for multiple items or operations
- Redundant Calculations: Same calculations performed multiple times
- Inefficient Array Operations: Array operations that could be optimized
- Missing Gas Optimization Patterns: No use of gas-saving techniques like storage packing
Code Issues Found:
// In PlayerActions - Line 143: Inefficient loop with multiple storage reads
loop {
if target_index >= target.len() {
break;
}
let target_id = *target.at(target_index);
let target_type = *target_types.at(target_index);
// Multiple storage reads in loop - inefficient
let player: Player = world.read_model(caller); // Read every iteration
let faction_stats = self.get_faction_stats(player.faction); // Recalculated every iteration
// ... damage calculation
target_index += 1;
};
// In GearActions - Line 1080: Inefficient array iteration
while current_id <= max_checks && result_items.len() < limit {
let gear: Gear = world.read_model(current_id); // Storage read in loop
// ... processing
current_id += 1;
};
Specific Problems:
- Multiple Storage Reads: Functions read the same data multiple times
- Inefficient Loops: Loops that could be optimized or batched
- Redundant Calculations: Same calculations repeated unnecessarily
- Missing Caching: No caching of frequently accessed data
- Inefficient Array Operations: Array operations that could be optimized
Impact:
- Medium Priority: High gas costs for users
- Poor user experience due to expensive transactions
- Inefficient use of blockchain resources
- Potential for transaction failures due to gas limits
- Higher operational costs
Recommended Solutions:
-
Optimize Storage Operations:
fn deal_damage_optimized( ref self: ContractState, target: Array<u256>, target_types: Array<felt252>, with_items: Array<u256>, session_id: felt252, ) { // Validate session once self.validate_session_for_action(session_id); let mut world = self.world_default(); let caller = get_caller_address(); // Read player data once outside the loop let player: Player = world.read_model(caller); let faction_stats = self.get_faction_stats(player.faction); // Pre-calculate base damage once let base_damage = if with_items.len() == 0 { self.calculate_melee_damage(player.clone(), faction_stats) } else { self.calculate_weapon_damage(player.clone(), with_items.span(), faction_stats) }; // Process all targets efficiently let mut target_index = 0; while target_index < target.len() { let target_id = *target.at(target_index); let target_type = *target_types.at(target_index); // Use pre-calculated damage self.damage_target(target_id, target_type, base_damage); target_index += 1; }; }
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Implement Batch Operations:
fn batch_equip_gear(ref self: ContractState, item_ids: Array<u256>, session_id: felt252) { self.validate_session_for_action(session_id); let caller = get_caller_address(); let mut world = self.world_default(); // Read player data once let mut player: Player = world.read_model(caller); // Process all items in batch let mut i = 0; while i < item_ids.len() { let item_id = *item_ids.at(i); // Validate item ownership once if self.validate_item_ownership(caller, item_id) { // Equip item player.equip(item_id); } i += 1; }; // Write player data once world.write_model(@player); }
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Optimize Array Operations:
fn get_gear_details_batch_optimized( ref self: ContractState, item_ids: Array<u256>, session_id: felt252 ) -> Array<GearDetailsComplete> { if !self.validate_session_for_read_action(session_id) { return array![]; } let world = self.world_default(); let mut results = array![]; // Pre-allocate array if possible let mut i = 0; while i < item_ids.len() { let item_id = *item_ids.at(i); // Batch read gear data let gear: Gear = world.read_model(item_id); if gear.id != 0 { // Calculate stats efficiently let calculated_stats = self._calculate_gear_stats(@gear); let ownership_status = self._get_ownership_status(@gear); let gear_details = GearDetailsComplete { gear, calculated_stats, upgrade_info: Option::None, // Skip for performance ownership_status, }; results.append(gear_details); } i += 1; }; results }
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Implement Caching for Frequently Accessed Data:
// Cache frequently accessed data fn get_cached_faction_stats(self: @ContractState, faction: felt252) -> FactionStats { // In a real implementation, you might cache this data // to avoid recalculating it every time self.get_faction_stats(faction) } fn get_cached_player_data(self: @ContractState, player_id: ContractAddress) -> Player { // Cache player data for the duration of a transaction // to avoid multiple storage reads let world = self.world_default(); world.read_model(player_id) }
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Optimize Storage Layout:
// Use storage packing to reduce gas costs #[derive(Drop, Copy, Serde, Default)] pub struct OptimizedPlayer { #[key] pub id: ContractAddress, // Pack related data together pub hp: u256, pub max_hp: u256, pub level: u256, pub xp: u256, // Use smaller types where possible pub rank: u8, // Instead of PlayerRank enum pub faction: u8, // Instead of felt252 pub max_equip_slot: u8, // Instead of u32 }
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Implement Gas-Efficient Batch Processing:
fn process_batch_operations( ref self: ContractState, operations: Array<GameOperation>, session_id: felt252, ) { self.validate_session_for_action(session_id); let mut world = self.world_default(); let caller = get_caller_address(); // Read all required data once let mut player: Player = world.read_model(caller); let faction_stats = self.get_faction_stats(player.faction); // Process all operations in batch let mut i = 0; while i < operations.len() { let operation = *operations.at(i); match operation.operation_type { 'EQUIP' => { // Process equipment player.equip(operation.item_id); }, 'UNEQUIP' => { // Process unequipment player.unequip(operation.item_id); }, 'UPGRADE' => { // Process upgrade self.process_upgrade(operation.item_id, &mut player); }, _ => {} } i += 1; }; // Write all changes once world.write_model(@player); }
-
Optimize Event Emissions:
fn emit_batch_events(ref self: ContractState, events: Array<GameEvent>) { let mut world = self.world_default(); // Emit all events in batch to reduce gas costs let mut i = 0; while i < events.len() { let event = *events.at(i); world.emit_event(@event); i += 1; }; }
Files Affected:
src/systems/player.cairo
- Optimize damage and player operationssrc/systems/gear.cairo
- Optimize gear operations and queriessrc/systems/core.cairo
- Optimize core operationssrc/models/
- Optimize data structures for storage efficiency