perf: cache SortEntitiesTable scan (option E)
Replace the O(objects) linear scan inside wires_for_block() with a sort_cache keyed by geometry_epoch. On a cache miss the index is built once by scanning all document objects; subsequent calls within the same epoch do an O(1) HashMap lookup (block_handle → entity→sort map). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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2 changed files with 49 additions and 23 deletions
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@ -109,13 +109,16 @@ bounding boxes for all entity types.
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---
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## Option E — SortEntitiesTable Scan Cache
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## Option E — SortEntitiesTable Scan Cache ✅ Implemented
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**Status:** Planned
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**Status:** Done
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Cache the result of the `SortEntitiesTable` lookup that currently performs a linear scan over all
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objects on every `wires_for_block()` call.
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Added `sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>` to `Scene`.
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**Impact:** Minor. Removes one O(objects) scan per frame. Low priority compared to A–D.
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On the first call to `wires_for_block()` after a geometry change, the cache scans all
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`document.objects` once and builds an index: `block_handle → (entity_handle.value() →
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sort_handle.value())`. Subsequent calls within the same epoch do an O(1) HashMap lookup
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instead of the previous O(objects) `find_map` scan.
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**Difficulty:** Easy.
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The cache is keyed by `geometry_epoch` and invalidated automatically alongside the wire
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and GPU caches whenever geometry changes.
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