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Fix three high-impact renderer performance issues (#4251)
## Summary A performance review of `src/client/render/` found three issues where per-tick work silently defeated existing optimizations. All three are surgical fixes with no behavior change. ### 1. Relation matrix forced a full-map border recompute every tick `buildRelationMatrix` ran unconditionally every tick and `updateRelations` was pushed unconditionally, so every tick paid: - a 1 MB `fill(0)` + rebuild on the CPU, - a 1 MB `texSubImage2D` upload (~10 MB/s steady-state), - a **full map-resolution border fragment pass** via `globalDirty` — which also called `scatter.clear()`, making the incremental `BorderScatterPass`/`patchTile` path dead code during live play. Now the matrix is rebuilt and uploaded only when alliances/embargoes actually change. `PlayerUpdate`s are delta-encoded (`diffPlayerUpdate` content-compares `allies`/`embargoes`), so field presence is a reliable change signal. The WebGL context-restore path force-pushes relations, matching the existing structures/railroads pattern. ### 2. Heat decay pass + full-map blit ran every frame, forever `HeatManager.decayHeat()` set `heatActive = true` on every tick regardless of whether any fallout existed. With `heatDecayPerTick: 1` the drain window (255 ticks) was always re-armed before expiring, so the map-sized decay/transition fragment pass **plus a full-map R16UI `blitFramebuffer`** ran at 60 Hz for the entire game — even if no nuke was ever fired. On large maps this was likely the biggest fixed GPU cost in the renderer. Now `TerritoryPass` flags FALLOUT-bit flips at GPU-write time (delta, drip-drain, and conservatively on full uploads), and the renderer activates the heat pipeline only then. While inactive, `updateHeat()` does no GL work at all. Skipping the prev-tile blit while inactive is safe because the transition shader only reads the fallout bit, and every fallout flip activates the pipeline before its tile flush reaches the GPU. ### 3. `computePlayerStatus` was O(players × units) per tick The per-player loop scanned **all units** looking for that player's nukes (~1M+ iterations/tick at scale). Inverted to a single pass over units building per-owner `nukeActive`/`nukeTargetsMe` sets, then O(1) lookups in the player loop. ## Testing - Full suite passes (1386 + 65 tests), including the 19 existing `computePlayerStatus` behavior tests; `tsc --noEmit` and ESLint clean. - Verified in a live singleplayer game (headless Chromium): territory fill, borders, names/troop counts, and leaderboard all render correctly. - Fallout path verified end-to-end: built a missile silo, launched an atom bomb (1235 fallout tiles in tile state), and the fallout glow rendered at the impact site — under the new gating that glow can only appear if the `falloutTouched → activate()` chain works. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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@@ -413,9 +413,11 @@ function mountWebGLFrameLoop(
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const frameData = gameView.frameData();
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view.uploadTileAndTrailState(frameData.tileState, frameData.trailState);
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// Structures and railroads normally skip GPU upload unless marked dirty, now force
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// Structures, railroads and relations normally skip GPU upload unless
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// marked dirty, now force
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view.updateStructures(frameData.units as Map<number, UnitState>);
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view.uploadRailroadState(frameData.railroadState);
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view.updateRelations(frameData.relationMatrix, frameData.relationSize);
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builder.update(gameView);
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};
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