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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:
@@ -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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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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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(),
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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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}
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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(),
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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:
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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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