refactor(client): optimize zone_id extraction from O(N) to O(1) lookup (#543)
Build _tile_by_coord dictionary from member visible_tiles (covers both test-mode "tiles" key and live-server "visible_tiles" key), then replace the linear scan with a single dict lookup. Net-zero complexity: adds one dict-set per tile in an existing iteration, removes the separate scan loop. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -240,16 +240,16 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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medium_sound_events = []
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close_sound_events = []
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# D-073 (#529): Extract zone_id from the player's current tile (server-authoritative).
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# O(1) via visible_positions dict would be ideal, but tiles are arrays without
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# positional indexing — use the same tile iteration below instead.
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current_zone_id = ""
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var _px := int(player_position.x)
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var _py := int(player_position.y)
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for _ztile in visible_tiles:
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if _ztile is Dictionary and _ztile.get("x") == _px and _ztile.get("y") == _py:
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current_zone_id = _ztile.get("zone_id", "")
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break
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# D-073 (#529): O(1) zone_id lookup. Build coord→tile dict from member visible_tiles
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# (populated above from either "tiles" test-mode key or "visible_tiles" live key).
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# Must use the member var, not snapshot.visible_tiles, so test mode is covered.
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var _tile_by_coord: Dictionary = {}
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for vtile in visible_tiles:
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if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
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_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
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var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
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var player_tile = _tile_by_coord.get(player_pos_key, null)
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current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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