mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-25 02:17:00 +00:00
perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)
## Summary
Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.
### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)
`npm run perf:game` now reports:
- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)
New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.
### 2. Allocation reductions in the hot paths it found
| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |
### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)
| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |
## Determinism
Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.
## Test plan
- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -48,17 +48,20 @@ export class SharedWaterCache {
|
||||
|
||||
let hasOcean = false;
|
||||
const lakes = new Set<number>();
|
||||
// The lake set is only membership-tested, so neighbor visit order does
|
||||
// not matter — use the allocation-free iterator.
|
||||
const visit = (neighbor: number) => {
|
||||
if (!game.isWater(neighbor)) return;
|
||||
if (game.isOcean(neighbor)) {
|
||||
hasOcean = true;
|
||||
return;
|
||||
}
|
||||
const comp = game.getWaterComponent(neighbor);
|
||||
if (comp !== null) lakes.add(comp);
|
||||
};
|
||||
for (const tile of player.borderTiles()) {
|
||||
if (!game.isShore(tile)) continue;
|
||||
for (const neighbor of game.neighbors(tile)) {
|
||||
if (!game.isWater(neighbor)) continue;
|
||||
if (game.isOcean(neighbor)) {
|
||||
hasOcean = true;
|
||||
continue;
|
||||
}
|
||||
const comp = game.getWaterComponent(neighbor);
|
||||
if (comp !== null) lakes.add(comp);
|
||||
}
|
||||
game.forEachNeighbor(tile, visit);
|
||||
}
|
||||
playerToWater.set(player, { hasOcean, lakes });
|
||||
|
||||
|
||||
@@ -33,6 +33,9 @@ import {
|
||||
import { TransportShipExecution } from "../TransportShipExecution";
|
||||
import { closestTwoTiles } from "../Util";
|
||||
|
||||
// Reusable neighbor buffer for hot loops; the simulation is single-threaded.
|
||||
const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
|
||||
|
||||
export class AiAttackBehavior {
|
||||
private botAttackTroopsSent: number = 0;
|
||||
|
||||
@@ -52,20 +55,24 @@ export class AiAttackBehavior {
|
||||
throw new Error("not initialized");
|
||||
}
|
||||
|
||||
const border = Array.from(this.player.borderTiles())
|
||||
.flatMap((t) => this.game.neighbors(t))
|
||||
.filter(
|
||||
(t) =>
|
||||
this.game.isLand(t) &&
|
||||
!this.game.isImpassable(t) &&
|
||||
this.game.ownerID(t) !== this.player?.smallID(),
|
||||
);
|
||||
// Neighbor visit order matters here: the set's insertion order feeds the
|
||||
// stable troop-count sort below, so ties keep border-discovery order.
|
||||
const borderingPlayerSet = new Set<Player>();
|
||||
let borderHasNonNukedTerraNullius = false;
|
||||
const smallID = this.player.smallID();
|
||||
const visit = (t: number) => {
|
||||
if (!this.game.isLand(t) || this.game.isImpassable(t)) return;
|
||||
if (this.game.ownerID(t) === smallID) return;
|
||||
const owner = this.game.playerBySmallID(this.game.ownerID(t));
|
||||
if (owner.isPlayer()) borderingPlayerSet.add(owner);
|
||||
if (!this.game.hasOwner(t) && !this.game.hasFallout(t)) {
|
||||
borderHasNonNukedTerraNullius = true;
|
||||
}
|
||||
};
|
||||
for (const t of this.player.borderTiles()) {
|
||||
this.game.forEachNeighborNSWE(t, visit);
|
||||
}
|
||||
const playerNeighbors = this.player.nearby();
|
||||
const borderingPlayerSet = new Set<Player>(
|
||||
border
|
||||
.map((t) => this.game.playerBySmallID(this.game.ownerID(t)))
|
||||
.filter((o): o is Player => o.isPlayer()),
|
||||
);
|
||||
for (const n of playerNeighbors) {
|
||||
if (n.isPlayer()) borderingPlayerSet.add(n);
|
||||
}
|
||||
@@ -81,7 +88,7 @@ export class AiAttackBehavior {
|
||||
|
||||
// Attack TerraNullius but not nuked territory (direct border or across a river)
|
||||
const hasNonNukedTerraNullius =
|
||||
border.some((t) => !this.game.hasOwner(t) && !this.game.hasFallout(t)) ||
|
||||
borderHasNonNukedTerraNullius ||
|
||||
playerNeighbors.some((n) => !n.isPlayer());
|
||||
if (hasNonNukedTerraNullius) {
|
||||
if (this.sendAttack(this.game.terraNullius())) return;
|
||||
@@ -548,8 +555,13 @@ export class AiAttackBehavior {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Boolean result, so neighbor order doesn't matter; a reused scratch
|
||||
// buffer keeps this allocation-free and allows early exit.
|
||||
const nbuf = NEIGHBOR_SCRATCH;
|
||||
for (const tile of this.player.borderTiles()) {
|
||||
for (const neighbor of this.game.neighbors(tile)) {
|
||||
const n = this.game.neighbors4(tile, nbuf);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const neighbor = nbuf[i];
|
||||
if (
|
||||
this.game.isLand(neighbor) &&
|
||||
!this.game.hasOwner(neighbor) &&
|
||||
|
||||
Reference in New Issue
Block a user