Merge pull request #2507 from scamiv/catchUpMode

Catch up mode
This commit is contained in:
scamiv
2025-11-24 15:28:27 +01:00
committed by GitHub
7 changed files with 254 additions and 37 deletions
+187 -20
View File
@@ -12,7 +12,7 @@ import {
import { createPartialGameRecord, replacer } from "../core/Util";
import { ServerConfig } from "../core/configuration/Config";
import { getConfig } from "../core/configuration/ConfigLoader";
import { PlayerActions, UnitType } from "../core/game/Game";
import { GameUpdates, PlayerActions, UnitType } from "../core/game/Game";
import { TileRef } from "../core/game/GameMap";
import { GameMapLoader } from "../core/game/GameMapLoader";
import {
@@ -208,6 +208,21 @@ export class ClientGameRunner {
private lastTickReceiveTime: number = 0;
private currentTickDelay: number | undefined = undefined;
// Track how far behind the client simulation is compared to the server.
private serverTurnHighWater: number = 0;
private lastProcessedTick: number = 0;
private backlogTurns: number = 0;
private backlogGrowing: boolean = false;
private pendingUpdates: GameUpdateViewData[] = [];
private isProcessingUpdates = false;
// Adaptive rendering when frames are heavy: render at most once every N frames.
private renderEveryN: number = 1;
private renderSkipCounter: number = 0;
private lastFrameTime: number = 0;
private readonly MAX_RENDER_EVERY_N = 5;
constructor(
private lobby: LobbyConfig,
private eventBus: EventBus,
@@ -292,29 +307,36 @@ export class ClientGameRunner {
this.stop();
return;
}
this.transport.turnComplete();
gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => {
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
});
this.gameView.update(gu);
this.renderer.tick();
// Emit tick metrics event for performance overlay
this.eventBus.emit(
new TickMetricsEvent(gu.tickExecutionDuration, this.currentTickDelay),
);
// Reset tick delay for next measurement
this.currentTickDelay = undefined;
if (gu.updates[GameUpdateType.Win].length > 0) {
this.saveGame(gu.updates[GameUpdateType.Win][0]);
this.pendingUpdates.push(gu);
if (this.renderEveryN === 1) {
this.processPendingUpdates();
}
});
const worker = this.worker;
const keepWorkerAlive = () => {
if (this.isActive) {
worker.sendHeartbeat();
const now = performance.now();
let frameDuration = 0;
if (this.lastFrameTime !== 0) {
frameDuration = now - this.lastFrameTime;
}
this.lastFrameTime = now;
// Decide whether to render (and thus process pending updates) this frame.
let shouldRender = true;
if (
this.renderEveryN > 1 &&
this.renderSkipCounter < this.renderEveryN - 1
) {
shouldRender = false;
this.renderSkipCounter++;
} else if (this.renderEveryN > 1) {
this.renderSkipCounter = 0;
}
if (shouldRender) {
this.processPendingUpdates();
}
this.adaptRenderFrequency(frameDuration);
requestAnimationFrame(keepWorkerAlive);
}
};
@@ -363,6 +385,10 @@ export class ClientGameRunner {
}
for (const turn of message.turns) {
this.serverTurnHighWater = Math.max(
this.serverTurnHighWater,
turn.turnNumber,
);
if (turn.turnNumber < this.turnsSeen) {
continue;
}
@@ -415,6 +441,11 @@ export class ClientGameRunner {
}
this.lastTickReceiveTime = now;
this.serverTurnHighWater = Math.max(
this.serverTurnHighWater,
message.turn.turnNumber,
);
if (this.turnsSeen !== message.turn.turnNumber) {
console.error(
`got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`,
@@ -445,6 +476,142 @@ export class ClientGameRunner {
}
}
private processPendingUpdates() {
if (this.isProcessingUpdates) {
return;
}
if (this.pendingUpdates.length === 0) {
return;
}
this.isProcessingUpdates = true;
const batch = this.pendingUpdates.splice(0);
let processedCount = 0;
let lastTickDuration: number | undefined;
let lastTick: number | undefined;
try {
for (const gu of batch) {
processedCount++;
this.transport.turnComplete();
gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => {
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
});
this.updateBacklogMetrics(gu.tick);
if (gu.updates[GameUpdateType.Win].length > 0) {
this.saveGame(gu.updates[GameUpdateType.Win][0]);
}
if (gu.tickExecutionDuration !== undefined) {
lastTickDuration = gu.tickExecutionDuration;
}
lastTick = gu.tick;
}
} finally {
this.isProcessingUpdates = false;
}
if (processedCount > 0 && lastTick !== undefined) {
const combinedGu = this.mergeGameUpdates(batch);
if (combinedGu) {
this.gameView.update(combinedGu);
}
this.renderer.tick();
this.eventBus.emit(
new TickMetricsEvent(
lastTickDuration,
this.currentTickDelay,
this.backlogTurns,
this.renderEveryN,
),
);
// Reset tick delay for next measurement
this.currentTickDelay = undefined;
}
}
private adaptRenderFrequency(frameDuration: number) {
// Frameskip only matters while we have a backlog; otherwise stay at 1.
if (this.backlogTurns === 0) {
this.renderEveryN = 1;
this.renderSkipCounter = 0;
return;
}
const HIGH_FRAME_MS = 25;
const LOW_FRAME_MS = 18;
// Only throttle rendering if backlog is still growing; otherwise drift back toward 1.
if (this.backlogGrowing && frameDuration > HIGH_FRAME_MS) {
if (this.renderEveryN < this.MAX_RENDER_EVERY_N) {
this.renderEveryN++;
}
} else if (
!this.backlogGrowing &&
frameDuration > 0 &&
frameDuration < LOW_FRAME_MS
) {
if (this.renderEveryN > 1) {
this.renderEveryN--;
}
}
}
private mergeGameUpdates(
batch: GameUpdateViewData[],
): GameUpdateViewData | null {
if (batch.length === 0) {
return null;
}
const last = batch[batch.length - 1];
const combinedUpdates: GameUpdates = {} as GameUpdates;
// Initialize combinedUpdates with empty arrays for each existing key
for (const key in last.updates) {
const type = Number(key) as GameUpdateType;
combinedUpdates[type] = [];
}
const combinedPackedTileUpdates: bigint[] = [];
for (const gu of batch) {
for (const key in gu.updates) {
const type = Number(key) as GameUpdateType;
// We don't care about the specific update subtype here; just treat it
// as an array we can concatenate.
const updatesForType = gu.updates[type] as unknown as any[];
(combinedUpdates[type] as unknown as any[]).push(...updatesForType);
}
gu.packedTileUpdates.forEach((tu) => {
combinedPackedTileUpdates.push(tu);
});
}
return {
tick: last.tick,
updates: combinedUpdates,
packedTileUpdates: new BigUint64Array(combinedPackedTileUpdates),
playerNameViewData: last.playerNameViewData,
tickExecutionDuration: last.tickExecutionDuration,
};
}
private updateBacklogMetrics(processedTick: number) {
this.lastProcessedTick = processedTick;
const previousBacklog = this.backlogTurns;
this.backlogTurns = Math.max(
0,
this.serverTurnHighWater - this.lastProcessedTick,
);
this.backlogGrowing = this.backlogTurns > previousBacklog;
}
private inputEvent(event: MouseUpEvent) {
if (!this.isActive || this.renderer.uiState.ghostStructure !== null) {
return;
+3
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@@ -129,6 +129,9 @@ export class TickMetricsEvent implements GameEvent {
constructor(
public readonly tickExecutionDuration?: number,
public readonly tickDelay?: number,
// Number of turns the client is behind the server (if known)
public readonly backlogTurns?: number,
public readonly renderEveryN?: number,
) {}
}
@@ -229,7 +229,12 @@ export class PerformanceOverlay extends LitElement implements Layer {
this.setVisible(this.userSettings.performanceOverlay());
});
this.eventBus.on(TickMetricsEvent, (event: TickMetricsEvent) => {
this.updateTickMetrics(event.tickExecutionDuration, event.tickDelay);
this.updateTickMetrics(
event.tickExecutionDuration,
event.tickDelay,
event.backlogTurns,
event.renderEveryN,
);
});
}
@@ -418,7 +423,18 @@ export class PerformanceOverlay extends LitElement implements Layer {
this.layerBreakdown = breakdown;
}
updateTickMetrics(tickExecutionDuration?: number, tickDelay?: number) {
@state()
private renderEveryN: number = 1;
@state()
private backlogTurns: number = 0;
updateTickMetrics(
tickExecutionDuration?: number,
tickDelay?: number,
backlogTurns?: number,
renderEveryN?: number,
) {
if (!this.isVisible || !this.userSettings.performanceOverlay()) return;
// Update tick execution duration stats
@@ -455,6 +471,13 @@ export class PerformanceOverlay extends LitElement implements Layer {
}
}
if (backlogTurns !== undefined) {
this.backlogTurns = backlogTurns;
}
if (renderEveryN !== undefined) {
this.renderEveryN = renderEveryN;
}
this.requestUpdate();
}
@@ -600,6 +623,15 @@ export class PerformanceOverlay extends LitElement implements Layer {
<span>${this.tickDelayAvg.toFixed(2)}ms</span>
(max: <span>${this.tickDelayMax}ms</span>)
</div>
<div class="performance-line">
Backlog turns:
<span>${this.backlogTurns}</span>
</div>
${this.renderEveryN > 1
? html`<div class="performance-line">
Render every <span>${this.renderEveryN}</span> frame(s)
</div>`
: html``}
${this.layerBreakdown.length
? html`<div class="layers-section">
<div class="performance-line">
+4
View File
@@ -268,4 +268,8 @@ export class GameRunner {
}
return player.bestTransportShipSpawn(targetTile);
}
public hasPendingTurns(): boolean {
return this.currTurn < this.turns.length;
}
}
+26 -3
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@@ -16,6 +16,7 @@ import {
const ctx: Worker = self as any;
let gameRunner: Promise<GameRunner> | null = null;
const mapLoader = new FetchGameMapLoader(`/maps`, version);
let isProcessingTurns = false;
function gameUpdate(gu: GameUpdateViewData | ErrorUpdate) {
// skip if ErrorUpdate
@@ -32,13 +33,33 @@ function sendMessage(message: WorkerMessage) {
ctx.postMessage(message);
}
async function processPendingTurns() {
if (isProcessingTurns) {
return;
}
if (!gameRunner) {
return;
}
const gr = await gameRunner;
if (!gr || !gr.hasPendingTurns()) {
return;
}
isProcessingTurns = true;
try {
while (gr.hasPendingTurns()) {
gr.executeNextTick();
}
} finally {
isProcessingTurns = false;
}
}
ctx.addEventListener("message", async (e: MessageEvent<MainThreadMessage>) => {
const message = e.data;
switch (message.type) {
case "heartbeat":
(await gameRunner)?.executeNextTick();
break;
case "init":
try {
gameRunner = createGameRunner(
@@ -51,6 +72,7 @@ ctx.addEventListener("message", async (e: MessageEvent<MainThreadMessage>) => {
type: "initialized",
id: message.id,
} as InitializedMessage);
processPendingTurns();
return gr;
});
} catch (error) {
@@ -67,6 +89,7 @@ ctx.addEventListener("message", async (e: MessageEvent<MainThreadMessage>) => {
try {
const gr = await gameRunner;
await gr.addTurn(message.turn);
processPendingTurns();
} catch (error) {
console.error("Failed to process turn:", error);
throw error;
-6
View File
@@ -100,12 +100,6 @@ export class WorkerClient {
});
}
sendHeartbeat() {
this.worker.postMessage({
type: "heartbeat",
});
}
playerProfile(playerID: number): Promise<PlayerProfile> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {
-6
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@@ -9,7 +9,6 @@ import { GameUpdateViewData } from "../game/GameUpdates";
import { ClientID, GameStartInfo, Turn } from "../Schemas";
export type WorkerMessageType =
| "heartbeat"
| "init"
| "initialized"
| "turn"
@@ -31,10 +30,6 @@ interface BaseWorkerMessage {
id?: string;
}
export interface HeartbeatMessage extends BaseWorkerMessage {
type: "heartbeat";
}
// Messages from main thread to worker
export interface InitMessage extends BaseWorkerMessage {
type: "init";
@@ -114,7 +109,6 @@ export interface TransportShipSpawnResultMessage extends BaseWorkerMessage {
// Union types for type safety
export type MainThreadMessage =
| HeartbeatMessage
| InitMessage
| TurnMessage
| PlayerActionsMessage