Cut worker→main bandwidth ~3.3× by switching PlayerUpdate to deltas (#3967)

## Description:

Cut worker→main bandwidth ~3.3× by switching PlayerUpdate from a full
per-tick snapshot to a field-level diff. PlayerImpl.toUpdate() now
caches the last sent update and returns only changed fields, or null if
nothing changed. The client-side applyStateUpdate() merges instead of
overwriting.

Per-tick total dropped from ~297 KB to ~89 KB; the Player bucket alone
went from 258 KB/tick to 50 KB/tick. Diff/apply logic lives in a new
GameUpdateUtils.ts module with unit tests.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
This commit is contained in:
Evan
2026-05-18 17:07:40 -07:00
committed by GitHub
parent ed928db081
commit 62e15d2794
9 changed files with 577 additions and 92 deletions
+4 -3
View File
@@ -80,7 +80,7 @@ describe("Disconnected", () => {
test("should include disconnected state in player update", () => {
player1.markDisconnected(true);
const update = player1.toUpdate();
expect(update.isDisconnected).toBe(true);
expect(update?.isDisconnected).toBe(true);
});
});
@@ -153,8 +153,9 @@ describe("Disconnected", () => {
test("should maintain disconnected state in player updates across ticks", () => {
player1.markDisconnected(true);
executeTicks(game, 3);
const update = player1.toUpdate();
expect(update.isDisconnected).toBe(true);
// toUpdate() returns diffs after the first call, so query engine state
// directly rather than the wire payload (which only carries changed fields).
expect(player1.isDisconnected()).toBe(true);
});
});
+312
View File
@@ -0,0 +1,312 @@
import { describe, expect, it } from "vitest";
import type { PlayerState } from "../src/client/render/types";
import { PlayerType } from "../src/core/game/Game";
import {
applyStateUpdate,
diffPlayerUpdate,
} from "../src/core/game/GameUpdateUtils";
import { GameUpdateType, PlayerUpdate } from "../src/core/game/GameUpdates";
import { makePlayerUpdate } from "./util/viewStubs";
function makePlayerState(overrides: Partial<PlayerState> = {}): PlayerState {
return {
smallID: 1,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0,
troops: 100,
isTraitor: false,
traitorRemainingTicks: 0,
betrayals: 0,
hasSpawned: true,
lastDeleteUnitTick: 0,
allies: [],
embargoes: [],
targets: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
outgoingEmojis: [],
...overrides,
};
}
describe("diffPlayerUpdate", () => {
it("returns null when prev and next are identical", () => {
const prev = makePlayerUpdate();
const next = makePlayerUpdate();
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("returns a diff with only changed primitives plus type+id", () => {
const prev = makePlayerUpdate({ gold: 100n });
const next = makePlayerUpdate({ gold: 250n });
const diff = diffPlayerUpdate(prev, next);
expect(diff).not.toBeNull();
expect(diff).toEqual({
type: GameUpdateType.Player,
id: "player-a",
gold: 250n,
});
});
it("includes every changed primitive in a single diff", () => {
const prev = makePlayerUpdate({ gold: 100n, troops: 50, tilesOwned: 5 });
const next = makePlayerUpdate({ gold: 200n, troops: 75, tilesOwned: 5 });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.gold).toBe(200n);
expect(diff.troops).toBe(75);
expect(diff.tilesOwned).toBeUndefined();
});
it("detects allies array additions", () => {
const prev = makePlayerUpdate({ allies: [2, 3] });
const next = makePlayerUpdate({ allies: [2, 3, 4] });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.allies).toEqual([2, 3, 4]);
});
it("ignores allies array when contents are equal (different identity)", () => {
const prev = makePlayerUpdate({ allies: [2, 3] });
const next = makePlayerUpdate({ allies: [2, 3] });
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("treats allies reorder as a change (order is significant)", () => {
const prev = makePlayerUpdate({ allies: [2, 3] });
const next = makePlayerUpdate({ allies: [3, 2] });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.allies).toEqual([3, 2]);
});
it("detects embargo set membership changes", () => {
const prev = makePlayerUpdate({ embargoes: new Set(["x", "y"]) });
const next = makePlayerUpdate({ embargoes: new Set(["x", "y", "z"]) });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.embargoes).toEqual(new Set(["x", "y", "z"]));
});
it("ignores embargo set when membership is equal regardless of object identity", () => {
const prev = makePlayerUpdate({ embargoes: new Set(["x", "y"]) });
const next = makePlayerUpdate({ embargoes: new Set(["y", "x"]) });
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects outgoingAttacks element changes", () => {
const prev = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
],
});
const next = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 20, id: "a", retreating: false },
],
});
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.outgoingAttacks).toEqual(next.outgoingAttacks);
});
it("detects alliance list changes", () => {
const prev = makePlayerUpdate({ alliances: [] });
const next = makePlayerUpdate({
alliances: [
{
id: 1,
other: "player-b",
createdAt: 10,
expiresAt: 110,
hasExtensionRequest: false,
},
],
});
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.alliances).toEqual(next.alliances);
});
it("treats undefined→number transition as a change", () => {
const prev = makePlayerUpdate({ traitorRemainingTicks: undefined });
const next = makePlayerUpdate({ traitorRemainingTicks: 5 });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.traitorRemainingTicks).toBe(5);
});
it("treats number→undefined transition as a change", () => {
const prev = makePlayerUpdate({ traitorRemainingTicks: 5 });
const next = makePlayerUpdate({ traitorRemainingTicks: undefined });
const diff = diffPlayerUpdate(prev, next);
expect(diff).not.toBeNull();
expect("traitorRemainingTicks" in diff!).toBe(true);
expect(diff!.traitorRemainingTicks).toBeUndefined();
});
it("always includes type and id on a non-null diff", () => {
const prev = makePlayerUpdate({ gold: 100n });
const next = makePlayerUpdate({ gold: 200n });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.type).toBe(GameUpdateType.Player);
expect(diff.id).toBe(next.id);
});
});
describe("applyStateUpdate", () => {
it("applies every field from a full update", () => {
const target = makePlayerState();
const pu = makePlayerUpdate({
gold: 500n,
troops: 999,
tilesOwned: 42,
allies: [7, 8],
targets: [9],
outgoingAllianceRequests: ["player-b"],
isAlive: false,
isTraitor: true,
traitorRemainingTicks: 3,
betrayals: 2,
hasSpawned: true,
lastDeleteUnitTick: 50,
});
applyStateUpdate(target, pu);
expect(target.gold).toBe(500);
expect(target.troops).toBe(999);
expect(target.tilesOwned).toBe(42);
expect(target.allies).toEqual([7, 8]);
expect(target.targets).toEqual([9]);
expect(target.outgoingAllianceRequests).toEqual(["player-b"]);
expect(target.isAlive).toBe(false);
expect(target.isTraitor).toBe(true);
expect(target.traitorRemainingTicks).toBe(3);
expect(target.betrayals).toBe(2);
expect(target.lastDeleteUnitTick).toBe(50);
});
it("converts bigint gold to number", () => {
const target = makePlayerState({ gold: 0 });
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
gold: 9_999_999_999n,
});
expect(target.gold).toBe(9_999_999_999);
expect(typeof target.gold).toBe("number");
});
it("clamps negative traitorRemainingTicks to zero", () => {
const target = makePlayerState({ traitorRemainingTicks: 5 });
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
traitorRemainingTicks: -10,
});
expect(target.traitorRemainingTicks).toBe(0);
});
it("only mutates fields present on the partial update", () => {
const target = makePlayerState({ gold: 100, troops: 50, tilesOwned: 7 });
const partial: PlayerUpdate = {
type: GameUpdateType.Player,
id: "p",
gold: 200n,
};
applyStateUpdate(target, partial);
expect(target.gold).toBe(200);
expect(target.troops).toBe(50);
expect(target.tilesOwned).toBe(7);
});
it("leaves array fields untouched when omitted", () => {
const original = [1, 2, 3];
const target = makePlayerState({ allies: original });
applyStateUpdate(target, { type: GameUpdateType.Player, id: "p" });
expect(target.allies).toBe(original);
});
it("detaches array fields by slicing (no shared reference with wire payload)", () => {
const wireAllies = [1, 2, 3];
const wireTargets = [9];
const wireRequests = ["player-b"];
const target = makePlayerState();
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
allies: wireAllies,
targets: wireTargets,
outgoingAllianceRequests: wireRequests,
});
expect(target.allies).toEqual(wireAllies);
expect(target.allies).not.toBe(wireAllies);
expect(target.targets).not.toBe(wireTargets);
expect(target.outgoingAllianceRequests).not.toBe(wireRequests);
});
it("does not touch smallID even when present (identity field)", () => {
const target = makePlayerState({ smallID: 42 });
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
smallID: 999,
});
expect(target.smallID).toBe(42);
});
it("merges several partial updates into a cumulative state", () => {
const target = makePlayerState();
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
gold: 100n,
});
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
troops: 250,
});
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
isAlive: false,
});
expect(target.gold).toBe(100);
expect(target.troops).toBe(250);
expect(target.isAlive).toBe(false);
});
});
describe("diff + apply round-trip", () => {
it("emitting full first + diff second reconstructs final state", () => {
const v0 = makePlayerUpdate({
gold: 0n,
troops: 100,
tilesOwned: 0,
allies: [],
});
const v1 = makePlayerUpdate({
gold: 200n,
troops: 150,
tilesOwned: 5,
allies: [2],
});
// Initial state: receiver applies the full update.
const target = makePlayerState();
applyStateUpdate(target, v0);
// Subsequent tick: emitter sends only the diff.
const diff = diffPlayerUpdate(v0, v1)!;
expect(diff).not.toBeNull();
applyStateUpdate(target, diff);
expect(target.gold).toBe(200);
expect(target.troops).toBe(150);
expect(target.tilesOwned).toBe(5);
expect(target.allies).toEqual([2]);
});
it("no-change tick produces null diff so receiver state is untouched", () => {
const v0 = makePlayerUpdate({ gold: 100n, playerType: PlayerType.Human });
const v1 = makePlayerUpdate({ gold: 100n, playerType: PlayerType.Human });
expect(diffPlayerUpdate(v0, v1)).toBeNull();
});
});