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vectorcraft/crates/doc
arhammusheerandClaude Opus 5.5 2bb7646a39 #1172: make the id cache cheap to rebuild, and walk on a stale path
The previous commit rebuilt the cache as soon as a cached path went stale, and built it as one
Vec path per node, hashed with SipHash. An edit that removes many objects one by one
(Pathfinder Unite of 1,000 paths) went stale on every removal, and Unite took 105 ms instead of
42 ms.

- The cache is now one flat table of (parent entry, index among siblings) with a one-multiply
  id hasher, so a rebuild is about one walk and allocates nothing per node.
- A stale path walks, as an id the cache doesn't have does, and rebuilds only after a few.
  Either way a lookup stays within a small factor of a walk.

At 1,000 paths, Unite takes 45 ms against main's 42. At 100,000 paths the gains of the cache hold:
hit test 1.7 → 0.36 ms, handle drag 6.5 → 2.7 ms per move. The cached-lookup tests pass unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VmMmc1J8XeNLxhRihWv9cc
2026-10-11 23:26:53 +07:00
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