perf(puzzle): optimize undo logic and dragging performance

This commit is contained in:
2026-02-11 05:22:32 +01:00
parent 585d615360
commit 9b959e77b0
2 changed files with 65 additions and 14 deletions

View File

@@ -44,6 +44,7 @@ export function useNonogram() {
};
const stopDrag = () => {
store.endInteraction();
isDragging.value = false;
dragMode.value = null;
};

View File

@@ -75,6 +75,7 @@ export const usePuzzleStore = defineStore('puzzle', () => {
// History for undo
const history = ref([]);
const currentTransaction = ref(null);
// Progress State
const totalCellsToFill = computed(() => {
@@ -150,18 +151,39 @@ export const usePuzzleStore = defineStore('puzzle', () => {
playerGrid.value = Array(size.value).fill().map(() => Array(size.value).fill(0));
moves.value = 0;
history.value = [];
currentTransaction.value = null;
}
function pushHistory() {
const gridCopy = playerGrid.value.map(row => [...row]);
history.value.push(gridCopy);
function startInteraction() {
currentTransaction.value = [];
}
function endInteraction() {
if (currentTransaction.value && currentTransaction.value.length > 0) {
history.value.push(currentTransaction.value);
if (history.value.length > 50) history.value.shift();
saveState();
}
currentTransaction.value = null;
}
function undo() {
if (history.value.length === 0 || isGameWon.value) return;
const previousState = history.value.pop();
playerGrid.value = previousState;
const transaction = history.value.pop();
// Handle legacy history (full grid snapshot)
if (!Array.isArray(transaction) || (transaction.length > 0 && Array.isArray(transaction[0]))) {
playerGrid.value = transaction;
} else {
// Handle new history (list of changes)
// Revert changes in reverse order
for (let i = transaction.length - 1; i >= 0; i--) {
const { r, c, oldVal } = transaction[i];
playerGrid.value[r][c] = oldVal;
}
}
moves.value++;
saveState();
}
@@ -169,8 +191,6 @@ export const usePuzzleStore = defineStore('puzzle', () => {
function toggleCell(r, c, isRightClick = false) {
if (isGameWon.value) return;
pushHistory();
const currentState = playerGrid.value[r][c];
let newState;
@@ -182,20 +202,48 @@ export const usePuzzleStore = defineStore('puzzle', () => {
newState = currentState === 1 ? 0 : 1;
}
playerGrid.value[r][c] = newState; // This triggers reactivity
if (currentState === newState) return;
// Apply change
playerGrid.value[r][c] = newState;
// Record history
const change = { r, c, oldVal: currentState, newVal: newState };
if (currentTransaction.value) {
currentTransaction.value.push(change);
} else {
// Atomic change if no interaction started
history.value.push([change]);
if (history.value.length > 50) history.value.shift();
saveState();
}
moves.value++;
checkWin();
saveState();
// saveState(); // Moved to endInteraction or atomic block
}
function setCell(r, c, state) {
if (isGameWon.value) return;
if (playerGrid.value[r][c] !== state) {
pushHistory();
const currentState = playerGrid.value[r][c];
if (currentState !== state) {
// Apply change
playerGrid.value[r][c] = state;
// Record history
const change = { r, c, oldVal: currentState, newVal: state };
if (currentTransaction.value) {
currentTransaction.value.push(change);
} else {
history.value.push([change]);
if (history.value.length > 50) history.value.shift();
saveState();
}
moves.value++;
checkWin();
saveState();
// saveState(); // Moved to endInteraction or atomic block
}
}
@@ -343,7 +391,9 @@ export const usePuzzleStore = defineStore('puzzle', () => {
hasUsedGuide,
guideUsageCount,
currentDensity,
markGuideUsed
markGuideUsed,
startInteraction,
endInteraction
};
});