mirror of
https://github.com/openfrontio/OpenFrontIO.git
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Speed up the core sim: inline sfc32 PRNG and allocation-free player updates (#4233)
## Summary Follow-up to #4230. Two more core-sim optimizations — these are **behavior-affecting in controlled ways** (unlike #4230, which was hash-identical), so both come with dedicated test coverage written before the change. Combined results (`npm run perf:game`, same machine, before → after): | run | mean tick | ticks/sec | p99 | peak heap | |---|---|---|---|---| | default (world, 400 bots, 1800 ticks) | 7.98 → **6.96 ms** | 125 → **144** | 21.2 → **19.0 ms** | 438 → **294 MB** | | giantworldmap, 600 ticks | 17.4 → **15.2 ms** | 58 → **66** | 32.6 → 30.5 ms | | Cumulative with #4230 vs. the original baseline: default run mean 9.04 → 6.96 ms (111 → 144 ticks/sec); giantworldmap 22.5 → 15.2 ms (44 → 66 ticks/sec, max tick 52.8 → 40.1 ms). ### 1. `PseudoRandom`: seedrandom ARC4 → inline sfc32 - ARC4 was ~4% of profiled self time. The new engine is sfc32 with splitmix32 seed expansion and a warmup, using only 32-bit integer ops — sequences are identical across platforms. The class API is unchanged. - This **removes the `seedrandom` dependency entirely**, making `src/core` actually dependency-free (the import was the only violation of that rule). - ⚠️ **The random stream differs, so the deterministic game-state hash changes.** All clients run the same code, so cross-client sync is unaffected; the harness reproduces the same hash on repeated runs per seed. New reference hashes: - `--map world --ticks 200 --bots 100` → `5607618202213430` - default run → `29309648281599524` - `--map giantworldmap --ticks 600` → `39945089450032050` - New `tests/PseudoRandom.test.ts` (15 tests) pins the engine-agnostic contract: per-seed determinism, ranges, uniformity, adjacent-seed decorrelation, and every API method. The tests were verified green against the old engine first, then the swap. - The stream change exposed a test that passed **by RNG luck**: in `AiAttackBehavior.test.ts`, "nation cannot attack allied player" was actually being blocked by the difficulty dice gate in `shouldAttack`, not the alliance check — hiding that the test's `AiAttackBehavior` was constructed without its `NationEmojiBehavior`. The test now supplies one and verifies the real protection layer (`AttackExecution`'s alliance check), robust to any dice outcome. ### 2. `PlayerImpl.toFullUpdate`: allocation-free empty collections - `toFullUpdate` runs for every player every tick and allocated ~10 collections each (allies, embargoes Set, attacks, alliance views, …) even when all were empty — the common case for most of 472 players. Because `lastSentUpdate` retains each snapshot for a full tick, these objects survived minor GC, got promoted, and accumulated as old-space garbage between major GCs — that's the peak-heap drop. - Empty collections now reuse shared **frozen** module-level singletons, so `diffPlayerUpdate`'s existing `a === b` fast paths skip structural comparison entirely. Non-empty collections build in single passes. Freezing makes accidental in-worker mutation throw loudly instead of silently corrupting every player; consumers across the worker boundary get mutable structured clones as before. (`Set` cannot be frozen — `EMPTY_EMBARGOES` is documented as never-mutate.) - Value-identical: the game-state hash is unchanged by this part (verified against the post-PRNG baseline). - New `tests/PlayerUpdateDiff.test.ts` (8 tests): full-snapshot shape, null-when-unchanged, embargo/alliance/target/attack diffs through the real tick pipeline, and the freeze contract. ### Verification - Full suite passes: 124 files / 1408 tests (23 new) + server tests; lint and prettier clean. - Hash reproducibility confirmed: repeated runs with identical args produce identical hashes on all three configs. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Generated
-15
@@ -35,7 +35,6 @@
|
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"nanoid": "^5.1.11",
|
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"node-html-parser": "^7.1.0",
|
||||
"obscenity": "^0.4.6",
|
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"seedrandom": "^3.0.5",
|
||||
"ts-node": "^10.9.2",
|
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"tsx": "^4.21.0",
|
||||
"winston": "^3.19.0",
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@@ -57,7 +56,6 @@
|
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"@types/msgpack5": "^3.4.6",
|
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"@types/node": "^24.12.0",
|
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"@types/pg": "^8.20.0",
|
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"@types/seedrandom": "^3.0.8",
|
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"@types/ws": "^8.18.1",
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"@vitest/coverage-v8": "^4.1.5",
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"@vitest/ui": "^4.1.5",
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@@ -2669,13 +2667,6 @@
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"@types/node": "*"
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}
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},
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"node_modules/@types/seedrandom": {
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"version": "3.0.8",
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"resolved": "https://registry.npmjs.org/@types/seedrandom/-/seedrandom-3.0.8.tgz",
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"integrity": "sha512-TY1eezMU2zH2ozQoAFAQFOPpvP15g+ZgSfTZt31AUUH/Rxtnz3H+A/Sv1Snw2/amp//omibc+AEkTaA8KUeOLQ==",
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"dev": true,
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"license": "MIT"
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},
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"node_modules/@types/send": {
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"version": "1.2.1",
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"resolved": "https://registry.npmjs.org/@types/send/-/send-1.2.1.tgz",
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@@ -8054,12 +8045,6 @@
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"node": ">=v12.22.7"
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}
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},
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"node_modules/seedrandom": {
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"version": "3.0.5",
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"resolved": "https://registry.npmjs.org/seedrandom/-/seedrandom-3.0.5.tgz",
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"integrity": "sha512-8OwmbklUNzwezjGInmZ+2clQmExQPvomqjL7LFqOYqtmuxRgQYqOD3mHaU+MvZn5FLUeVxVfQjwLZW/n/JFuqg==",
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"license": "MIT"
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},
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"node_modules/semver": {
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"version": "7.7.4",
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"resolved": "https://registry.npmjs.org/semver/-/semver-7.7.4.tgz",
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@@ -45,7 +45,6 @@
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"@types/msgpack5": "^3.4.6",
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"@types/node": "^24.12.0",
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"@types/pg": "^8.20.0",
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"@types/seedrandom": "^3.0.8",
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"@types/ws": "^8.18.1",
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"@vitest/coverage-v8": "^4.1.5",
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"@vitest/ui": "^4.1.5",
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@@ -110,7 +109,6 @@
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"nanoid": "^5.1.11",
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"node-html-parser": "^7.1.0",
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"obscenity": "^0.4.6",
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"seedrandom": "^3.0.5",
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"ts-node": "^10.9.2",
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"tsx": "^4.21.0",
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"winston": "^3.19.0",
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@@ -1,34 +1,62 @@
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import seedrandom from "seedrandom";
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export class PseudoRandom {
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private rng: seedrandom.PRNG;
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// sfc32 state. All operations are 32-bit integer ops, so sequences are
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// identical across platforms.
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private s0: number;
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private s1: number;
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private s2: number;
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private s3: number;
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private static readonly POW36_8 = Math.pow(36, 8); // Pre-compute 36^8
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constructor(seed: number) {
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this.rng = seedrandom(String(seed));
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// The seed is truncated to 32 bits: seeds congruent mod 2^32 produce
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// identical streams, and fractional parts are discarded.
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// Expand the numeric seed into four state words with splitmix32.
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let h = seed | 0;
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const split = () => {
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h = (h + 0x9e3779b9) | 0;
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let t = h ^ (h >>> 16);
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t = Math.imul(t, 0x21f0aaad);
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t = t ^ (t >>> 15);
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t = Math.imul(t, 0x735a2d97);
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return (t ^ (t >>> 15)) | 0;
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};
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this.s0 = split();
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this.s1 = split();
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this.s2 = split();
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this.s3 = split();
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// Warm up to diffuse low-entropy seeds (sequential ints, small numbers).
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for (let i = 0; i < 12; i++) {
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this.next();
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}
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}
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// Generates the next pseudorandom number between 0 and 1.
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next(): number {
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return this.rng();
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const t = (((this.s0 + this.s1) | 0) + this.s3) | 0;
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this.s3 = (this.s3 + 1) | 0;
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this.s0 = this.s1 ^ (this.s1 >>> 9);
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this.s1 = (this.s2 + (this.s2 << 3)) | 0;
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this.s2 = (this.s2 << 21) | (this.s2 >>> 11);
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this.s2 = (this.s2 + t) | 0;
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return (t >>> 0) / 4294967296;
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}
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// Generates a random integer between min (inclusive) and max (exclusive).
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nextInt(min: number, max: number): number {
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const lo = Math.floor(min);
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const hi = Math.floor(max);
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return Math.floor(this.rng() * (hi - lo)) + lo;
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return Math.floor(this.next() * (hi - lo)) + lo;
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}
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// Generates a random float between min (inclusive) and max (exclusive).
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nextFloat(min: number, max: number): number {
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return this.rng() * (max - min) + min;
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return this.next() * (max - min) + min;
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}
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// Generates a random ID (8 characters, alphanumeric).
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nextID(): string {
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return Math.floor(this.rng() * PseudoRandom.POW36_8)
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return Math.floor(this.next() * PseudoRandom.POW36_8)
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.toString(36)
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.padStart(8, "0");
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}
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+112
-38
@@ -66,6 +66,25 @@ class Donation {
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) {}
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}
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// Shared singletons for empty collections in toFullUpdate. Sharing
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// references lets diffPlayerUpdate's `a === b` fast paths skip structural
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// comparison and avoids per-player-per-tick allocations. The arrays are
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// frozen so accidental in-worker mutation throws instead of silently
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// corrupting every player's updates; updates crossing to the main thread
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// are structured-cloned (clones are mutable). Sets cannot be frozen
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// (Set.add ignores freeze) — EMPTY_EMBARGOES must never be mutated.
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const EMPTY_NUMBER_ARRAY: number[] = [];
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const EMPTY_STRING_ARRAY: string[] = [];
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const EMPTY_ATTACK_UPDATES: AttackUpdate[] = [];
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const EMPTY_ALLIANCE_VIEWS: AllianceView[] = [];
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const EMPTY_EMOJIS: EmojiMessage[] = [];
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const EMPTY_EMBARGOES = new Set<string>();
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Object.freeze(EMPTY_NUMBER_ARRAY);
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Object.freeze(EMPTY_STRING_ARRAY);
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Object.freeze(EMPTY_ATTACK_UPDATES);
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Object.freeze(EMPTY_ALLIANCE_VIEWS);
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Object.freeze(EMPTY_EMOJIS);
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export class PlayerImpl implements Player {
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public _lastTileChange: number = 0;
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public _pseudo_random: PseudoRandom;
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@@ -146,9 +165,92 @@ export class PlayerImpl implements Player {
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}
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private toFullUpdate(): PlayerUpdate {
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const outgoingAllianceRequests = this.outgoingAllianceRequests().map((ar) =>
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ar.recipient().id(),
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);
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// Empty collections reuse shared singletons (EMPTY_*) so
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||||
// diffPlayerUpdate's reference fast paths hit and nothing is allocated.
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// This runs for every player every tick; most collections are empty for
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// most players. The singletons are never mutated — updates are
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// structured-cloned before leaving the worker.
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let outgoingAllianceRequests = EMPTY_STRING_ARRAY;
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for (const ar of this.mg.allianceRequests) {
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if (ar.requestor() === this) {
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if (outgoingAllianceRequests === EMPTY_STRING_ARRAY) {
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outgoingAllianceRequests = [];
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}
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outgoingAllianceRequests.push(ar.recipient().id());
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}
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}
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const alliances = this.alliances();
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let allies = EMPTY_NUMBER_ARRAY;
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let allianceViews = EMPTY_ALLIANCE_VIEWS;
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if (alliances.length > 0) {
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allies = alliances.map((a) => a.other(this).smallID());
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const extensionCutoff =
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this.mg.ticks() + this.mg.config().allianceExtensionPromptOffset();
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allianceViews = alliances.map(
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(a) =>
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({
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id: a.id(),
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other: a.other(this).id(),
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createdAt: a.createdAt(),
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expiresAt: a.expiresAt(),
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hasExtensionRequest: a.expiresAt() <= extensionCutoff,
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}) satisfies AllianceView,
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);
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}
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let embargoes = EMPTY_EMBARGOES;
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if (this.embargoes.size > 0) {
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embargoes = new Set<string>();
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for (const id of this.embargoes.keys()) {
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embargoes.add(id.toString());
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}
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}
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let targets = EMPTY_NUMBER_ARRAY;
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if (this.targets_.length > 0) {
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const t = this.targets();
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if (t.length > 0) {
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targets = t.map((p) => p.smallID());
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}
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}
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let outgoingEmojis = EMPTY_EMOJIS;
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if (this.outgoingEmojis_.length > 0) {
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const e = this.outgoingEmojis();
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if (e.length > 0) {
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outgoingEmojis = e;
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}
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}
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|
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const outgoingAttacks =
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this._outgoingAttacks.length === 0
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? EMPTY_ATTACK_UPDATES
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: this._outgoingAttacks.map((a) => {
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return {
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attackerID: a.attacker().smallID(),
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targetID: a.target().smallID(),
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troops: a.troops(),
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id: a.id(),
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retreating: a.retreating(),
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} satisfies AttackUpdate;
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});
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|
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let incomingAttacks = EMPTY_ATTACK_UPDATES;
|
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if (this._incomingAttacks.length > 0) {
|
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const incoming = this.incomingAttacks();
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if (incoming.length > 0) {
|
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incomingAttacks = incoming.map((a) => {
|
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return {
|
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attackerID: a.attacker().smallID(),
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targetID: a.target().smallID(),
|
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troops: a.troops(),
|
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id: a.id(),
|
||||
retreating: a.retreating(),
|
||||
} satisfies AttackUpdate;
|
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});
|
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}
|
||||
}
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||||
|
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return {
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type: GameUpdateType.Player,
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@@ -164,44 +266,16 @@ export class PlayerImpl implements Player {
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tilesOwned: this.numTilesOwned(),
|
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gold: this._gold,
|
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troops: this.troops(),
|
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allies: this.alliances().map((a) => a.other(this).smallID()),
|
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embargoes: new Set([...this.embargoes.keys()].map((p) => p.toString())),
|
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allies: allies,
|
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embargoes: embargoes,
|
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isTraitor: this.isTraitor(),
|
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traitorRemainingTicks: this.getTraitorRemainingTicks(),
|
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targets: this.targets().map((p) => p.smallID()),
|
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outgoingEmojis: this.outgoingEmojis(),
|
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outgoingAttacks: this.outgoingAttacks().map((a) => {
|
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return {
|
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attackerID: a.attacker().smallID(),
|
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targetID: a.target().smallID(),
|
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troops: a.troops(),
|
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id: a.id(),
|
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retreating: a.retreating(),
|
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} satisfies AttackUpdate;
|
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}),
|
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incomingAttacks: this.incomingAttacks().map((a) => {
|
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return {
|
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attackerID: a.attacker().smallID(),
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targetID: a.target().smallID(),
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troops: a.troops(),
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id: a.id(),
|
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retreating: a.retreating(),
|
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} satisfies AttackUpdate;
|
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}),
|
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targets: targets,
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outgoingEmojis: outgoingEmojis,
|
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outgoingAttacks: outgoingAttacks,
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incomingAttacks: incomingAttacks,
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outgoingAllianceRequests: outgoingAllianceRequests,
|
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alliances: this.alliances().map(
|
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(a) =>
|
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({
|
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id: a.id(),
|
||||
other: a.other(this).id(),
|
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createdAt: a.createdAt(),
|
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expiresAt: a.expiresAt(),
|
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hasExtensionRequest:
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a.expiresAt() <=
|
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this.mg.ticks() +
|
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this.mg.config().allianceExtensionPromptOffset(),
|
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}) satisfies AllianceView,
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),
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alliances: allianceViews,
|
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hasSpawned: this.hasSpawned(),
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spawnTile: this._spawnTile,
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betrayals: this._betrayalCount,
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@@ -1,3 +1,4 @@
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import { NationEmojiBehavior } from "../src/core/execution/nation/NationEmojiBehavior";
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import { AiAttackBehavior } from "../src/core/execution/utils/AiAttackBehavior";
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import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { PseudoRandom } from "../src/core/PseudoRandom";
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@@ -123,13 +124,19 @@ describe("Ai Attack Behavior", () => {
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nation.addTroops(1000);
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// Provide an emoji behavior so sendAttack can run the full Nation code
|
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// path; the attack on an ally must be blocked by AttackExecution's
|
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// alliance check regardless of what the AI decides.
|
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const nationRandom = new PseudoRandom(42);
|
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const nationBehavior = new AiAttackBehavior(
|
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new PseudoRandom(42),
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nationRandom,
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game,
|
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nation,
|
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0.5,
|
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0.5,
|
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0.2,
|
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undefined,
|
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new NationEmojiBehavior(nationRandom, game, nation),
|
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);
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|
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// Alliance between nation and human
|
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@@ -141,8 +148,9 @@ describe("Ai Attack Behavior", () => {
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const attacksBefore = nation.outgoingAttacks().length;
|
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nation.addTroops(50_000);
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|
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// Nation tries to attack ally (should be blocked)
|
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nationBehavior.sendAttack(human);
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// Force the attack past shouldAttack's dice gate so the alliance check
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// in AttackExecution is the layer under test, regardless of RNG outcome.
|
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nationBehavior.sendAttack(human, true);
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|
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// Execute a few ticks to process the attacks
|
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for (let i = 0; i < 5; i++) {
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|
||||
@@ -0,0 +1,191 @@
|
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import { AttackExecution } from "../src/core/execution/AttackExecution";
|
||||
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
|
||||
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
|
||||
import { GameUpdateType, PlayerUpdate } from "../src/core/game/GameUpdates";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let alice: Player;
|
||||
let bob: Player;
|
||||
|
||||
describe("Player update diffing (toUpdate)", () => {
|
||||
beforeEach(async () => {
|
||||
game = await setup("plains", { infiniteTroops: true });
|
||||
const aliceInfo = new PlayerInfo(
|
||||
"alice",
|
||||
PlayerType.Human,
|
||||
"alice_client",
|
||||
"alice_id",
|
||||
);
|
||||
const bobInfo = new PlayerInfo(
|
||||
"bob",
|
||||
PlayerType.Human,
|
||||
"bob_client",
|
||||
"bob_id",
|
||||
);
|
||||
game.addPlayer(aliceInfo);
|
||||
game.addPlayer(bobInfo);
|
||||
game.addExecution(
|
||||
new SpawnExecution(gameID, aliceInfo, game.ref(10, 10)),
|
||||
new SpawnExecution(gameID, bobInfo, game.ref(16, 10)),
|
||||
);
|
||||
game.executeNextTick();
|
||||
game.executeNextTick();
|
||||
alice = game.player("alice_id");
|
||||
bob = game.player("bob_id");
|
||||
});
|
||||
|
||||
test("first toUpdate returns a full snapshot with empty collections", () => {
|
||||
// executeNextTick calls toUpdate() for every player, so use a freshly
|
||||
// added player whose update has never been built.
|
||||
const charlieInfo = new PlayerInfo(
|
||||
"charlie",
|
||||
PlayerType.Human,
|
||||
"charlie_client",
|
||||
"charlie_id",
|
||||
);
|
||||
game.addPlayer(charlieInfo);
|
||||
const charlie = game.player("charlie_id");
|
||||
|
||||
const full = charlie.toUpdate();
|
||||
expect(full).not.toBeNull();
|
||||
expect(full!.id).toBe("charlie_id");
|
||||
expect(full!.name).toBe("charlie");
|
||||
expect(full!.smallID).toBe(charlie.smallID());
|
||||
expect(full!.allies).toEqual([]);
|
||||
expect(full!.targets).toEqual([]);
|
||||
expect(full!.embargoes).toEqual(new Set());
|
||||
expect(full!.outgoingAttacks).toEqual([]);
|
||||
expect(full!.incomingAttacks).toEqual([]);
|
||||
expect(full!.outgoingAllianceRequests).toEqual([]);
|
||||
expect(full!.alliances).toEqual([]);
|
||||
expect(full!.outgoingEmojis).toEqual([]);
|
||||
});
|
||||
|
||||
test("toUpdate returns null when nothing changed", () => {
|
||||
alice.toUpdate(); // first full snapshot
|
||||
expect(alice.toUpdate()).toBeNull();
|
||||
expect(alice.toUpdate()).toBeNull();
|
||||
});
|
||||
|
||||
test("primitive changes appear in the diff without unchanged collections", () => {
|
||||
alice.toUpdate();
|
||||
alice.addGold(123n);
|
||||
const diff = alice.toUpdate();
|
||||
expect(diff).not.toBeNull();
|
||||
expect(diff!.gold).toBe(alice.gold());
|
||||
// Unchanged collection fields must be absent from the diff.
|
||||
expect(diff!.allies).toBeUndefined();
|
||||
expect(diff!.embargoes).toBeUndefined();
|
||||
expect(diff!.outgoingAttacks).toBeUndefined();
|
||||
expect(diff!.alliances).toBeUndefined();
|
||||
});
|
||||
|
||||
test("adding and removing an embargo shows up in consecutive diffs", () => {
|
||||
alice.toUpdate();
|
||||
alice.addEmbargo(bob, false);
|
||||
let diff = alice.toUpdate();
|
||||
expect(diff).not.toBeNull();
|
||||
expect(diff!.embargoes).toEqual(new Set(["bob_id"]));
|
||||
|
||||
expect(alice.toUpdate()).toBeNull(); // stable until something changes
|
||||
|
||||
alice.stopEmbargo(bob);
|
||||
diff = alice.toUpdate();
|
||||
expect(diff).not.toBeNull();
|
||||
expect(diff!.embargoes).toEqual(new Set());
|
||||
});
|
||||
|
||||
test("an alliance shows up in allies and alliance views", () => {
|
||||
alice.toUpdate();
|
||||
bob.toUpdate();
|
||||
const request = alice.createAllianceRequest(bob);
|
||||
expect(request).not.toBeNull();
|
||||
request!.accept();
|
||||
|
||||
const aliceDiff = alice.toUpdate();
|
||||
expect(aliceDiff).not.toBeNull();
|
||||
expect(aliceDiff!.allies).toEqual([bob.smallID()]);
|
||||
expect(aliceDiff!.alliances).toHaveLength(1);
|
||||
expect(aliceDiff!.alliances![0].other).toBe("bob_id");
|
||||
|
||||
const bobDiff = bob.toUpdate();
|
||||
expect(bobDiff).not.toBeNull();
|
||||
expect(bobDiff!.allies).toEqual([alice.smallID()]);
|
||||
});
|
||||
|
||||
test("targeting a player appears in the diff", () => {
|
||||
alice.toUpdate();
|
||||
alice.target(bob);
|
||||
const diff = alice.toUpdate();
|
||||
expect(diff).not.toBeNull();
|
||||
expect(diff!.targets).toEqual([bob.smallID()]);
|
||||
});
|
||||
|
||||
test("attacks appear for attacker and defender through the tick pipeline", () => {
|
||||
// Expand alice into terra nullius until she borders bob — a land attack
|
||||
// on a non-adjacent player retreats immediately.
|
||||
game.addExecution(
|
||||
new AttackExecution(2000, alice, game.terraNullius().id()),
|
||||
);
|
||||
for (let i = 0; i < 30 && !alice.sharesBorderWith(bob); i++) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
expect(alice.sharesBorderWith(bob)).toBe(true);
|
||||
|
||||
game.addExecution(new AttackExecution(5000, alice, bob.id()));
|
||||
// executeNextTick integrates toUpdate(), so read the emitted updates.
|
||||
const updates = game.executeNextTick(); // attack initializes
|
||||
const playerUpdates = updates[GameUpdateType.Player] as PlayerUpdate[];
|
||||
|
||||
const attackerUpdate = playerUpdates.find((u) => u.id === "alice_id");
|
||||
expect(attackerUpdate).toBeDefined();
|
||||
// The terra nullius expansion attack may still be running; assert on the
|
||||
// attack against bob specifically.
|
||||
const bobAttack = attackerUpdate!.outgoingAttacks!.find(
|
||||
(a) => a.targetID === bob.smallID(),
|
||||
);
|
||||
expect(bobAttack).toBeDefined();
|
||||
|
||||
const defenderUpdate = playerUpdates.find((u) => u.id === "bob_id");
|
||||
expect(defenderUpdate).toBeDefined();
|
||||
expect(defenderUpdate!.incomingAttacks).toHaveLength(1);
|
||||
expect(defenderUpdate!.incomingAttacks![0].attackerID).toBe(
|
||||
alice.smallID(),
|
||||
);
|
||||
|
||||
// As the attack progresses, troop counts change and must keep flowing
|
||||
// through subsequent diffs.
|
||||
const nextUpdates = game.executeNextTick();
|
||||
const nextPlayerUpdates = nextUpdates[
|
||||
GameUpdateType.Player
|
||||
] as PlayerUpdate[];
|
||||
const next = nextPlayerUpdates.find((u) => u.id === "alice_id");
|
||||
expect(next).toBeDefined();
|
||||
expect(
|
||||
next!.outgoingAttacks!.some((a) => a.targetID === bob.smallID()),
|
||||
).toBe(true);
|
||||
});
|
||||
|
||||
test("in-worker mutation of shared empty collections fails loudly", () => {
|
||||
const charlieInfo = new PlayerInfo(
|
||||
"charlie2",
|
||||
PlayerType.Human,
|
||||
"charlie2_client",
|
||||
"charlie2_id",
|
||||
);
|
||||
game.addPlayer(charlieInfo);
|
||||
const full = game.player("charlie2_id").toUpdate()!;
|
||||
// Empty collections are shared frozen singletons; a sloppy in-worker
|
||||
// consumer must throw instead of silently corrupting every player's
|
||||
// updates. (Updates crossing to the main thread are structured-cloned,
|
||||
// so real consumers get mutable copies.)
|
||||
expect(() => full.allies!.push(999)).toThrow();
|
||||
expect(() => full.outgoingAttacks!.pop()).toThrow();
|
||||
|
||||
// And other players see no spurious changes.
|
||||
expect(bob.toUpdate()).toBeNull();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,155 @@
|
||||
import { PseudoRandom } from "../src/core/PseudoRandom";
|
||||
|
||||
describe("PseudoRandom", () => {
|
||||
test("same seed produces an identical sequence", () => {
|
||||
const a = new PseudoRandom(42);
|
||||
const b = new PseudoRandom(42);
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
expect(a.next()).toBe(b.next());
|
||||
}
|
||||
});
|
||||
|
||||
test("same seed produces identical derived values", () => {
|
||||
const a = new PseudoRandom(987654);
|
||||
const b = new PseudoRandom(987654);
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(a.nextInt(0, 1000)).toBe(b.nextInt(0, 1000));
|
||||
}
|
||||
expect(a.nextID()).toBe(b.nextID());
|
||||
const arr = [1, 2, 3, 4, 5, 6, 7, 8];
|
||||
expect(a.shuffleArray(arr)).toEqual(b.shuffleArray(arr));
|
||||
});
|
||||
|
||||
test("different seeds produce different sequences", () => {
|
||||
const a = new PseudoRandom(1);
|
||||
const b = new PseudoRandom(2);
|
||||
let same = 0;
|
||||
for (let i = 0; i < 100; i++) {
|
||||
if (a.next() === b.next()) same++;
|
||||
}
|
||||
expect(same).toBeLessThan(5);
|
||||
});
|
||||
|
||||
test("consecutive integer seeds are not correlated", () => {
|
||||
// Weak seeding schemes make adjacent seeds (common: tick numbers,
|
||||
// sequential hashes) produce similar streams.
|
||||
const values: number[] = [];
|
||||
for (let seed = 1000; seed < 1100; seed++) {
|
||||
values.push(new PseudoRandom(seed).nextInt(0, 100));
|
||||
}
|
||||
const distinct = new Set(values).size;
|
||||
expect(distinct).toBeGreaterThan(50);
|
||||
});
|
||||
|
||||
test("next() stays within [0, 1)", () => {
|
||||
const r = new PseudoRandom(7);
|
||||
for (let i = 0; i < 10000; i++) {
|
||||
const v = r.next();
|
||||
expect(v).toBeGreaterThanOrEqual(0);
|
||||
expect(v).toBeLessThan(1);
|
||||
}
|
||||
});
|
||||
|
||||
test("next() is roughly uniform", () => {
|
||||
const r = new PseudoRandom(1234);
|
||||
const n = 20000;
|
||||
let sum = 0;
|
||||
const buckets = new Array(10).fill(0);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const v = r.next();
|
||||
sum += v;
|
||||
buckets[Math.floor(v * 10)]++;
|
||||
}
|
||||
expect(sum / n).toBeGreaterThan(0.48);
|
||||
expect(sum / n).toBeLessThan(0.52);
|
||||
for (const count of buckets) {
|
||||
// Expected 2000 per bucket; allow generous slack.
|
||||
expect(count).toBeGreaterThan(1700);
|
||||
expect(count).toBeLessThan(2300);
|
||||
}
|
||||
});
|
||||
|
||||
test("nextInt returns integers in [min, max)", () => {
|
||||
const r = new PseudoRandom(99);
|
||||
const seen = new Set<number>();
|
||||
for (let i = 0; i < 10000; i++) {
|
||||
const v = r.nextInt(3, 8);
|
||||
expect(Number.isInteger(v)).toBe(true);
|
||||
expect(v).toBeGreaterThanOrEqual(3);
|
||||
expect(v).toBeLessThan(8);
|
||||
seen.add(v);
|
||||
}
|
||||
expect([...seen].sort()).toEqual([3, 4, 5, 6, 7]);
|
||||
});
|
||||
|
||||
test("nextInt with a single-value range always returns it", () => {
|
||||
const r = new PseudoRandom(5);
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(r.nextInt(4, 5)).toBe(4);
|
||||
}
|
||||
});
|
||||
|
||||
test("nextInt floors non-integer bounds", () => {
|
||||
const r = new PseudoRandom(5);
|
||||
for (let i = 0; i < 100; i++) {
|
||||
const v = r.nextInt(1.9, 4.7);
|
||||
expect(v).toBeGreaterThanOrEqual(1);
|
||||
expect(v).toBeLessThan(4);
|
||||
}
|
||||
});
|
||||
|
||||
test("nextFloat stays within [min, max)", () => {
|
||||
const r = new PseudoRandom(11);
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
const v = r.nextFloat(2.5, 3.5);
|
||||
expect(v).toBeGreaterThanOrEqual(2.5);
|
||||
expect(v).toBeLessThan(3.5);
|
||||
}
|
||||
});
|
||||
|
||||
test("nextID returns 8 alphanumeric characters", () => {
|
||||
const r = new PseudoRandom(123);
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(r.nextID()).toMatch(/^[0-9a-z]{8}$/);
|
||||
}
|
||||
});
|
||||
|
||||
test("randElement picks members and throws on empty", () => {
|
||||
const r = new PseudoRandom(77);
|
||||
const arr = ["a", "b", "c"];
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(arr).toContain(r.randElement(arr));
|
||||
}
|
||||
expect(() => r.randElement([])).toThrow();
|
||||
});
|
||||
|
||||
test("randFromSet picks members and throws on empty", () => {
|
||||
const r = new PseudoRandom(78);
|
||||
const set = new Set(["x", "y", "z"]);
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(set.has(r.randFromSet(set))).toBe(true);
|
||||
}
|
||||
expect(() => r.randFromSet(new Set())).toThrow();
|
||||
});
|
||||
|
||||
test("chance(1) is always true, chance(large) is mostly false", () => {
|
||||
const r = new PseudoRandom(31);
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(r.chance(1)).toBe(true);
|
||||
}
|
||||
let hits = 0;
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
if (r.chance(1000)) hits++;
|
||||
}
|
||||
expect(hits).toBeLessThan(10);
|
||||
});
|
||||
|
||||
test("shuffleArray returns a permutation and leaves the input unchanged", () => {
|
||||
const r = new PseudoRandom(55);
|
||||
const input = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
|
||||
const copy = [...input];
|
||||
const shuffled = r.shuffleArray(input);
|
||||
expect(input).toEqual(copy);
|
||||
expect([...shuffled].sort((a, b) => a - b)).toEqual(copy);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user