Monte-Carlo methods are known to intensively create nodes and in our
case each leaf of the tree stores a board. However, for this use case,
we don't need a full board object that also contains game information.
This patch adds a `clone_cleared()` method that return a clone without
game information and uses it when constructing the tree.
It allows the ChessEngine much more possibility before getting out of
memory.
This method temperate the habit of Monte-Carlo based algorithms to
repeatedly create new nodes.
It was first implemented in `Efficient Selectivity and Backup Operators
in Monte-Carlo Tree Search` by Rémi Coulom.
You're still required to disable interrupts though, as the mappings are
per-CPU. This exposed the fact that our CR3 lookup map is insufficiently
protected (but we'll address that in a separate commit.)
While the "regular" quickmap (used to temporarily map a physical page
at a known address for quick access) has been per-CPU for a while,
we also have the PD (page directory) and PT (page table) quickmaps
used by the memory management code to edit page tables. These have been
global, which meant that SMP systems had to keep fighting over them.
This patch makes *all* quickmaps per-CPU. We reserve virtual addresses
for up to 64 CPUs worth of quickmaps for now.
Note that all quickmaps are still protected by the MM lock, and we'll
have to fix that too, before seeing any real throughput improvements.
Instead of having three separate APIs (one for each timestamp),
there's now only Inode::update_timestamps() and it takes 3x optional
timestamps. The non-empty timestamps are updated while holding the inode
mutex, and the outside world no longer has to look at intermediate
timestamp states.
The current emoji_txt.cmake does not handle download errors (which were
a common source of issues in the build problems channel) or Unicode
versioning. These are both handled by unicode_data.cmake. Move the
download to unicode_data.cmake so that we can more easily handle next
month's Unicode 15 release.
This was giving wonky results with images that do not fill the entire
card - and it's also unnecessary, since the Buggie image we have been
using, and the two I will be adding, are all small enough to not need
scaling anyway. :^)
`CardPainter::set_background_image_path()` immediately repaints the card
back and inverted card back bitmaps if they exist, so users just need
to `update()` that part of the screen. This is handled automatically by
`CardGame`, but other users will have to do this manually.
Instead of each card being responsible for painting its own bitmaps, we
now have a CardPainter which is responsible for this. It paints a given
card the first time it is requested, and then re-uses that bitmap when
requested in the future. This saves memory for duplicate cards (such as
in Spider where several sets of the same suit are used) or unused ones
(for example, the inverted cards which are only used by Hearts). It
also means we don't throw away bitmaps and then re-create identical
ones when starting a new game.
We get some nice memory savings from this:
| | Before | After | Before (Virtual) | After (Virtual) |
|:----------|---------:|---------:|-----------------:|----------------:|
| Hearts | 12.2 MiB | 9.3 MiB | 25.1 MiB | 22.2 MiB |
| Spider | 12.1 MiB | 10.1 MiB | 29.2 MiB | 22.9 MiB |
| Solitaire | 16.4 MiB | 9.0 MiB | 25.0 MiB | 21.9 MiB |
All these measurements taken from x86_64 build, from a fresh launch of
each game after the animation has finished, but without making any
moves. The Hearts value will go up once inverted cards start being
requested.
Because `card->value() == 11` is a lot less clear than `card->rank() ==
Cards::Rank::Queen`, and also safer.
Put this, along with the `Suit` enum, in the `Cards` namespace directly
instead of inside `Cards::Card`. Slightly less typing that way.
For now, the only feature of this is that it sets the background colour
from the `Games::Cards::BackgroundColor` config value. Later, other
card game configuration and shared behaviour can go here, to save
duplicating it in each game.
This currently has exactly one setting: The background colour for card
games. My thinking is, it's better to not have a Settings application
for each individual game we include in the system, since most will only
have a small number of settings, all Settings windows have tabs anyway,
and I don't want to flood the Settings app list unnecessarily.
As for having a single setting for all the card games: it's nice when
things match. :^)
Use Breadcrumbbars on_segment_change instead of on_segment_click.
This allows us to remove the manual handler invokation in the
open_child_directory_action
Instead of manually updating emoji.txt whenever new emoji are added,
we use Unicode's emoji-test.txt to generate emoji.txt on each build,
including only the emojis that Serenity supports at that time.
By using emoji-test.txt, we can also include all forms of each emoji
(fully-qualified, minimally-qualified, and unqualified) which can be
helpful when double-checking how certain forms are handled.
The Undo/Redo actions now tell you what kind of action will be
undone/redone. This is achieved by adding an "action text" field to the
ImageUndoCommand and having everyone who calls did_complete_action()
provide this text.
Instead of temporary changing the open file description's "blocking"
flag while doing a non-waiting recvfrom, we instead plumb the currently
wanted blocking behavior all the way through to the underlying socket.
This ensures that all the permissions checks are made against the
provided credentials. Previously we were just calling through directly
to the inode setters, which did no security checks!
Instead of getting credentials from Process::current(), we now require
that they be provided as input to the various VFS functions.
This ensures that an atomic set of credentials is used throughout an
entire VFS operation.