Further optimise BuildAllDependsAndPaths() - #10312
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vaisest
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Aug 30, 2026
| if not hoverNode.path then | ||
| -- Mastery nodes cannot be traced through as they are allocated through | ||
| -- a popup, and cannot be pathed out of | ||
| if hoverNode and hoverNode.type ~= "Mastery" then |
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This also fixes a crash when a mastery node is on the trace path
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Reproduced on
Enregistrement.2026-08-30.124944.mp4AI-assisted review disclosure: This finding was identified during a review using OpenAI Codex and confirmed with a focused manual reproduction. |
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Description of the problem being solved:
This further optimises
BuildAllDependsAndPaths()a tiny bit. In my totally realistic synthetic benchmark it made it about 1 ms faster (5.6 -> 4.6). This is done by sorting path neighbours so that theFindStartFromNode()does less work on average, and by changing the node path from an array of the whole path, to just linking to a parent node.Steps taken to verify a working solution:
Link to a build that showcases this PR:
Build used for testing: https://poe.ninja/poe1/pob/98d8f