Add full-game perf harness for the core simulation (#4228)

## Summary

Adds a full-game performance harness under `tests/perf/fullgame/` that
runs the **real simulation pipeline** headlessly — `GameRunner` +
`Executor` with the real `Config`, nations from the map manifest, and
bots on a production map from `resources/maps/` — for a configurable
number of ticks, then reports where the time goes.

```bash
npm run perf:game                                        # world, 400 bots, 1800 ticks
npm run perf:game -- --map giantworldmap --ticks 3600
npm run perf:game -- --no-exec-profile                   # purest CPU profile (no timing wrappers)
```

## What it reports

1. **Per-tick wall time** — mean / p50 / p95 / p99 / max, count of ticks
over the 100ms budget, and the slowest ticks by tick number.
2. **Time per Execution class** — every `Execution`'s `init()`/`tick()`
is timed and aggregated by class name (`AttackExecution`,
`NationExecution`, …).
3. **Top functions by self time** — via the V8 sampling profiler
(`node:inspector`), so no instrumentation skew. Also writes a
`.cpuprofile` to `tests/perf/output/` (gitignored) that opens in Chrome
DevTools as a flame graph.

## Determinism

The run is fully deterministic for a given `--seed`/`--map`/`--bots`
(verified: identical final hashes across runs), and the final game-state
hash is printed — so an optimization can be checked to not change
simulation behavior.

## Sample output (world, 400 bots, 1800 ticks)

```
--- Per-tick wall time (game phase) ---
mean 9.04ms | p50 7.90ms | p95 17.1ms | p99 21.5ms | max 31.7ms
Over 100ms budget: 0 / 1800 ticks

--- Time by Execution class ---
execution                      total ms  %     tick ms  init ms  ticks   instances
AttackExecution                6568      48.8  6288     280      212536  4200
PlayerExecution                2832      21.0  2832     0.36     492049  472
NationExecution                2508      18.6  2508     0.23     144654  72
TransportShipExecution         703       5.2   96.0     607      30440   257
...

--- Top functions by self time (V8 sampling profiler) ---
self ms  %    function                 location
1065     6.5  forEachNeighborWithDiag  src/core/game/GameImpl.ts
979      6.0  conquer                  src/core/game/GameImpl.ts
948      5.8  (anonymous)              src/core/execution/AttackExecution.ts
595      3.6  toFullUpdate             src/core/game/PlayerImpl.ts
...
```

The harness lives in a subdirectory so the existing `npm run perf`
micro-benchmark runner (which globs `tests/perf/*.ts`) doesn't pick it
up.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-11 18:52:18 -07:00
committed by GitHub
parent cdcc774793
commit 8da2291a49
5 changed files with 687 additions and 0 deletions
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/**
* Full-game performance harness for src/core.
*
* Runs the real simulation pipeline (GameRunner + Executor + real Config,
* nations from the map manifest, bots) headlessly on a production map for a
* configurable number of ticks, then reports:
*
* 1. Per-tick wall-time stats (mean/p50/p95/p99/max, ticks over budget)
* 2. Time per Execution class (AttackExecution, NationExecution, ...)
* 3. Top functions by self time from the V8 sampling profiler, plus a
* .cpuprofile loadable in Chrome DevTools (Performance tab) as a
* flame graph.
*
* The run is deterministic for a given --seed/--map/--bots, and the final
* game-state hash is printed so optimizations can be verified to not change
* simulation behavior.
*
* Usage:
* npm run perf:game -- [--map world] [--ticks 1800] [--bots 400]
* [--seed perf-default] [--top 30]
* [--no-cpu-profile] [--no-exec-profile]
*/
import fs from "fs";
import path from "path";
import { fileURLToPath } from "url";
import { Config } from "../../../src/core/configuration/Config";
import { Executor } from "../../../src/core/execution/ExecutionManager";
import {
Difficulty,
GameMapSize,
GameMapType,
GameMode,
GameType,
} from "../../../src/core/game/Game";
import { createGame } from "../../../src/core/game/GameImpl";
import { GameUpdateType, HashUpdate } from "../../../src/core/game/GameUpdates";
import { createNationsForGame } from "../../../src/core/game/NationCreation";
import { loadTerrainMap } from "../../../src/core/game/TerrainMapLoader";
import { GameRunner } from "../../../src/core/GameRunner";
import { PseudoRandom } from "../../../src/core/PseudoRandom";
import { GameConfig, GameStartInfo } from "../../../src/core/Schemas";
import { simpleHash } from "../../../src/core/Util";
import { NodeGameMapLoader } from "./NodeGameMapLoader";
import {
CpuProfiler,
ExecutionProfiler,
summarizeCpuProfile,
TickStats,
} from "./Profiler";
const PROJECT_ROOT = path.resolve(
path.dirname(fileURLToPath(import.meta.url)),
"../../..",
);
const MAX_SPAWN_TURNS = 1000;
// ── CLI ──
interface Options {
map: GameMapType;
ticks: number;
bots: number;
nations: "default" | "disabled" | number;
seed: string;
top: number;
cpuProfile: boolean;
execProfile: boolean;
}
function resolveMap(name: string): GameMapType {
const key = Object.keys(GameMapType).find(
(k) => k.toLowerCase() === name.toLowerCase(),
);
if (key === undefined) {
const available = Object.keys(GameMapType)
.map((k) => k.toLowerCase())
.join(", ");
throw new Error(`unknown map "${name}". Available: ${available}`);
}
return GameMapType[key as keyof typeof GameMapType];
}
function parseArgs(argv: string[]): Options {
const opts: Options = {
map: GameMapType.World,
ticks: 1800,
bots: 400,
nations: "default",
seed: "perf-default",
top: 30,
cpuProfile: true,
execProfile: true,
};
for (let i = 0; i < argv.length; i++) {
const arg = argv[i];
const next = () => {
const v = argv[++i];
if (v === undefined) throw new Error(`missing value for ${arg}`);
return v;
};
switch (arg) {
case "--map":
opts.map = resolveMap(next());
break;
case "--ticks":
opts.ticks = parseInt(next(), 10);
break;
case "--bots":
opts.bots = parseInt(next(), 10);
break;
case "--nations": {
const v = next();
opts.nations =
v === "default" || v === "disabled" ? v : parseInt(v, 10);
break;
}
case "--seed":
opts.seed = next();
break;
case "--top":
opts.top = parseInt(next(), 10);
break;
case "--no-cpu-profile":
opts.cpuProfile = false;
break;
case "--no-exec-profile":
opts.execProfile = false;
break;
default:
throw new Error(`unknown argument: ${arg}`);
}
}
return opts;
}
// ── Report formatting ──
function fmtMs(ms: number): string {
return ms >= 100 ? ms.toFixed(0) : ms >= 10 ? ms.toFixed(1) : ms.toFixed(2);
}
function table(headers: string[], rows: string[][]): string {
const widths = headers.map((h, c) =>
Math.max(h.length, ...rows.map((r) => r[c].length)),
);
const line = (cells: string[]) =>
cells.map((cell, c) => cell.padEnd(widths[c])).join(" ");
return [line(headers), line(widths.map((w) => "-".repeat(w)))]
.concat(rows.map(line))
.join("\n");
}
// ── Main ──
async function main(): Promise<void> {
const opts = parseArgs(process.argv.slice(2));
console.debug = () => {}; // silence per-tick debug logging
const gameConfig: GameConfig = {
gameMap: opts.map,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Public,
difficulty: Difficulty.Medium,
nations: opts.nations,
donateGold: false,
donateTroops: false,
bots: opts.bots,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
};
const gameStart: GameStartInfo = {
gameID: opts.seed,
lobbyCreatedAt: 0,
config: gameConfig,
players: [],
};
console.log(
`Loading map "${opts.map}" (bots=${opts.bots}, nations=${opts.nations}, ` +
`seed=${opts.seed}, ticks=${opts.ticks})...`,
);
// Mirrors createGameRunner(), but assembled by hand so the execution
// profiler can be attached before GameRunner.init() adds the initial
// executions (nations, bots, spawn timer, win check).
const config = new Config(gameConfig, null, false);
const mapLoader = new NodeGameMapLoader(
path.join(PROJECT_ROOT, "resources/maps"),
);
const terrain = await loadTerrainMap(
gameConfig.gameMap,
gameConfig.gameMapSize,
mapLoader,
);
const random = new PseudoRandom(simpleHash(gameStart.gameID));
const nations = createNationsForGame(
gameStart,
terrain.nations,
terrain.additionalNations,
0,
random,
);
const game = createGame(
[],
nations,
terrain.gameMap,
terrain.miniGameMap,
config,
terrain.teamGameSpawnAreas,
);
const execProfiler = new ExecutionProfiler();
if (opts.execProfile) {
execProfiler.attach(game);
}
let lastHash: HashUpdate | undefined;
let fatalError: string | undefined;
const runner = new GameRunner(
game,
new Executor(game, gameStart.gameID, undefined),
(gu) => {
if ("errMsg" in gu) {
fatalError = `${gu.errMsg}\n${gu.stack ?? ""}`;
return;
}
const hashes = gu.updates[GameUpdateType.Hash] as HashUpdate[];
if (hashes.length > 0) {
lastHash = hashes[hashes.length - 1];
}
},
);
runner.init();
let turnNumber = 0;
const runTick = (stats: TickStats): boolean => {
runner.addTurn({ turnNumber: turnNumber++, intents: [] });
const tick = game.ticks();
const start = performance.now();
const ok = runner.executeNextTick();
stats.record(tick, performance.now() - start);
return ok && fatalError === undefined;
};
// Spawn phase (SpawnTimerExecution ends it after config.numSpawnPhaseTurns).
const spawnStats = new TickStats();
const spawnStart = performance.now();
while (game.inSpawnPhase()) {
if (turnNumber >= MAX_SPAWN_TURNS) {
throw new Error(`spawn phase did not end after ${MAX_SPAWN_TURNS} turns`);
}
if (!runTick(spawnStats)) {
throw new Error(`game errored during spawn phase:\n${fatalError}`);
}
}
const spawnTurns = turnNumber;
console.log(
`Spawn phase done: ${spawnTurns} turns in ` +
`${fmtMs(performance.now() - spawnStart)}ms, ` +
`${game.players().filter((p) => p.isAlive()).length} players spawned.`,
);
// Main game phase, under the CPU profiler.
const cpuProfiler = opts.cpuProfile ? new CpuProfiler() : null;
if (cpuProfiler) {
await cpuProfiler.start();
}
const gameStats = new TickStats();
const gameStart_ = performance.now();
let heapPeak = 0;
for (let i = 0; i < opts.ticks; i++) {
if (!runTick(gameStats)) {
console.error(`game errored at tick ${game.ticks()}:\n${fatalError}`);
process.exitCode = 1;
break;
}
if (i % 50 === 0) {
heapPeak = Math.max(heapPeak, process.memoryUsage().heapUsed);
}
}
const gamePhaseMs = performance.now() - gameStart_;
const profile = cpuProfiler ? await cpuProfiler.stop() : null;
// ── Report ──
const budgetMs = config.msPerTick();
const summary = gameStats.summarize(budgetMs);
const alive = game.players().filter((p) => p.isAlive());
console.log(`\n${"=".repeat(72)}`);
console.log(`Full game perf: ${opts.map}, ${summary.count} game ticks`);
console.log("=".repeat(72));
console.log(`\n--- Game state at end ---`);
console.log(`Ticks executed: ${game.ticks()} (${spawnTurns} spawn)`);
console.log(`Players alive: ${alive.length} / ${game.players().length}`);
console.log(`Units: ${game.units().length}`);
console.log(
`Final hash: ${lastHash ? `${lastHash.hash} (tick ${lastHash.tick})` : "n/a"}`,
);
console.log(`Peak heap: ${(heapPeak / 1024 / 1024).toFixed(0)} MB`);
console.log(`\n--- Per-tick wall time (game phase) ---`);
console.log(
`Total: ${fmtMs(summary.totalMs)}ms sim time over ${fmtMs(gamePhaseMs)}ms ` +
`wall (${(summary.count / (gamePhaseMs / 1000)).toFixed(0)} ticks/sec)`,
);
console.log(
`mean ${fmtMs(summary.meanMs)}ms | p50 ${fmtMs(summary.p50Ms)}ms | ` +
`p95 ${fmtMs(summary.p95Ms)}ms | p99 ${fmtMs(summary.p99Ms)}ms | ` +
`max ${fmtMs(summary.maxMs)}ms`,
);
console.log(
`Over ${budgetMs}ms budget: ${summary.overBudget} / ${summary.count} ticks`,
);
console.log(
`Slowest ticks: ` +
summary.slowest.map((s) => `#${s.tick} (${fmtMs(s.ms)}ms)`).join(", "),
);
if (opts.execProfile) {
console.log(`\n--- Time by Execution class ---`);
const rows = execProfiler.report();
const grandTotal = rows.reduce((a, r) => a + r.totalMs, 0);
console.log(
table(
[
"execution",
"total ms",
"%",
"tick ms",
"init ms",
"ticks",
"instances",
],
rows
.slice(0, opts.top)
.map((r) => [
r.name,
fmtMs(r.totalMs),
((r.totalMs * 100) / grandTotal).toFixed(1),
fmtMs(r.tickMs),
fmtMs(r.initMs),
String(r.tickCalls),
String(r.instances),
]),
),
);
console.log(
`(execution total ${fmtMs(grandTotal)}ms, includes spawn phase; ` +
`remainder of tick time is player updates, hashing, and tile updates)`,
);
}
if (profile) {
console.log(`\n--- Top functions by self time (V8 sampling profiler) ---`);
const fns = summarizeCpuProfile(profile, PROJECT_ROOT);
console.log(
table(
["self ms", "%", "function", "location"],
fns
.slice(0, opts.top)
.map((f) => [
fmtMs(f.selfMs),
f.selfPct.toFixed(1),
f.functionName,
f.location,
]),
),
);
const outDir = path.join(PROJECT_ROOT, "tests/perf/output");
fs.mkdirSync(outDir, { recursive: true });
const outFile = path.join(
outDir,
`fullgame-${opts.map.replace(/\W+/g, "_")}-${opts.seed}.cpuprofile`,
);
fs.writeFileSync(outFile, JSON.stringify(profile));
console.log(
`\nCPU profile written to ${path.relative(PROJECT_ROOT, outFile)}` +
` (open in Chrome DevTools > Performance for a flame graph)`,
);
}
}
main().catch((err) => {
console.error(err);
process.exit(1);
});
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import fs from "fs";
import path from "path";
import { GameMapType } from "../../../src/core/game/Game";
import { GameMapLoader, MapData } from "../../../src/core/game/GameMapLoader";
import { MapManifest } from "../../../src/core/game/TerrainMapLoader";
/**
* Loads real production maps from resources/maps/ via the filesystem,
* mirroring how BinaryLoaderGameMapLoader resolves map directories.
*/
export class NodeGameMapLoader implements GameMapLoader {
constructor(private mapsDir: string) {}
getMapData(map: GameMapType): MapData {
const key = Object.keys(GameMapType).find(
(k) => GameMapType[k as keyof typeof GameMapType] === map,
);
if (key === undefined) {
throw new Error(`unknown map: ${map}`);
}
const dir = path.join(this.mapsDir, key.toLowerCase());
const readBin = (name: string) => async () =>
new Uint8Array(fs.readFileSync(path.join(dir, name)));
return {
mapBin: readBin("map.bin"),
map4xBin: readBin("map4x.bin"),
map16xBin: readBin("map16x.bin"),
manifest: async () =>
JSON.parse(
fs.readFileSync(path.join(dir, "manifest.json"), "utf8"),
) as MapManifest,
webpPath: path.join(dir, "thumbnail.webp"),
};
}
}
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import { Session } from "node:inspector";
import { Execution, Game } from "../../../src/core/game/Game";
// ── Per-tick wall-time statistics ──
export interface TickStatsSummary {
count: number;
totalMs: number;
meanMs: number;
p50Ms: number;
p95Ms: number;
p99Ms: number;
maxMs: number;
overBudget: number;
slowest: { tick: number; ms: number }[];
}
export class TickStats {
private durations: number[] = [];
private ticks: number[] = [];
record(tick: number, ms: number): void {
this.ticks.push(tick);
this.durations.push(ms);
}
summarize(budgetMs: number, slowestN = 10): TickStatsSummary {
const n = this.durations.length;
if (n === 0) {
return {
count: 0,
totalMs: 0,
meanMs: 0,
p50Ms: 0,
p95Ms: 0,
p99Ms: 0,
maxMs: 0,
overBudget: 0,
slowest: [],
};
}
const sorted = [...this.durations].sort((a, b) => a - b);
const pct = (p: number) =>
sorted[Math.min(n - 1, Math.floor((p / 100) * n))];
const totalMs = this.durations.reduce((a, b) => a + b, 0);
const indexed = this.durations.map((ms, i) => ({
tick: this.ticks[i],
ms,
}));
indexed.sort((a, b) => b.ms - a.ms);
return {
count: n,
totalMs,
meanMs: totalMs / n,
p50Ms: pct(50),
p95Ms: pct(95),
p99Ms: pct(99),
maxMs: sorted[n - 1],
overBudget: this.durations.filter((d) => d > budgetMs).length,
slowest: indexed.slice(0, slowestN),
};
}
}
// ── Per-Execution-class profiler ──
export interface ExecClassStats {
name: string;
instances: number;
initCalls: number;
initMs: number;
tickCalls: number;
tickMs: number;
totalMs: number;
}
/**
* Wraps every Execution added to the game so init() and tick() are timed,
* aggregated by execution class name. Attach BEFORE GameRunner.init() so the
* initial executions (nations, bots, spawn timer, win check) are captured.
*/
export class ExecutionProfiler {
private byClass = new Map<
string,
{
instances: number;
initCalls: number;
initMs: number;
tickCalls: number;
tickMs: number;
}
>();
attach(game: Game): void {
const original = game.addExecution.bind(game);
game.addExecution = (...execs: Execution[]) => {
for (const e of execs) {
this.wrap(e);
}
original(...execs);
};
}
private statsFor(name: string) {
let s = this.byClass.get(name);
if (s === undefined) {
s = { instances: 0, initCalls: 0, initMs: 0, tickCalls: 0, tickMs: 0 };
this.byClass.set(name, s);
}
return s;
}
private wrap(e: Execution): void {
const stats = this.statsFor(e.constructor.name);
stats.instances++;
const origInit = e.init.bind(e);
const origTick = e.tick.bind(e);
e.init = (mg: Game, ticks: number) => {
const start = performance.now();
origInit(mg, ticks);
stats.initMs += performance.now() - start;
stats.initCalls++;
};
e.tick = (ticks: number) => {
const start = performance.now();
origTick(ticks);
stats.tickMs += performance.now() - start;
stats.tickCalls++;
};
}
report(): ExecClassStats[] {
const rows: ExecClassStats[] = [];
for (const [name, s] of this.byClass) {
rows.push({ name, ...s, totalMs: s.initMs + s.tickMs });
}
rows.sort((a, b) => b.totalMs - a.totalMs);
return rows;
}
}
// ── V8 sampling CPU profiler (function-level, no instrumentation skew) ──
interface CpuProfileNode {
id: number;
callFrame: {
functionName: string;
url: string;
lineNumber: number;
};
hitCount?: number;
children?: number[];
}
export interface CpuProfile {
nodes: CpuProfileNode[];
startTime: number;
endTime: number;
samples?: number[];
timeDeltas?: number[];
}
export interface FunctionSelfTime {
functionName: string;
location: string;
selfMs: number;
selfPct: number;
}
export class CpuProfiler {
private session = new Session();
private post(method: string, params?: object): Promise<unknown> {
return new Promise((resolve, reject) => {
this.session.post(method, params, (err, result) =>
err ? reject(err) : resolve(result),
);
});
}
async start(samplingIntervalUs = 100): Promise<void> {
this.session.connect();
await this.post("Profiler.enable");
await this.post("Profiler.setSamplingInterval", {
interval: samplingIntervalUs,
});
await this.post("Profiler.start");
}
async stop(): Promise<CpuProfile> {
const { profile } = (await this.post("Profiler.stop")) as {
profile: CpuProfile;
};
this.session.disconnect();
return profile;
}
}
/**
* Aggregates self time per function from a .cpuprofile. Self time is computed
* from the sample timeline (samples + timeDeltas), falling back to hitCount
* weighting when the timeline is absent.
*/
export function summarizeCpuProfile(
profile: CpuProfile,
projectRoot: string,
): FunctionSelfTime[] {
const selfUsByNode = new Map<number, number>();
if (profile.samples && profile.timeDeltas) {
for (let i = 0; i < profile.samples.length; i++) {
const nodeId = profile.samples[i];
const delta = Math.max(0, profile.timeDeltas[i] ?? 0);
selfUsByNode.set(nodeId, (selfUsByNode.get(nodeId) ?? 0) + delta);
}
} else {
const totalUs = profile.endTime - profile.startTime;
const totalHits = profile.nodes.reduce((a, n) => a + (n.hitCount ?? 0), 0);
const usPerHit = totalHits > 0 ? totalUs / totalHits : 0;
for (const node of profile.nodes) {
selfUsByNode.set(node.id, (node.hitCount ?? 0) * usPerHit);
}
}
const totalUs = [...selfUsByNode.values()].reduce((a, b) => a + b, 0);
const byFunction = new Map<string, FunctionSelfTime>();
for (const node of profile.nodes) {
const selfUs = selfUsByNode.get(node.id) ?? 0;
if (selfUs === 0) continue;
const { functionName, url, lineNumber } = node.callFrame;
const name = functionName || "(anonymous)";
let location = url.replace(/^file:\/\//, "");
if (location.startsWith(projectRoot)) {
location = location.slice(projectRoot.length + 1);
}
// tsx/esbuild collapses line info to 0; only show real line numbers.
if (location !== "" && lineNumber > 0) {
location += `:${lineNumber + 1}`;
}
const key = `${name}@${location}`;
const row = byFunction.get(key);
if (row) {
row.selfMs += selfUs / 1000;
} else {
byFunction.set(key, {
functionName: name,
location,
selfMs: selfUs / 1000,
} as FunctionSelfTime);
}
}
const rows = [...byFunction.values()];
for (const row of rows) {
row.selfPct = totalUs > 0 ? (row.selfMs * 1000 * 100) / totalUs : 0;
}
rows.sort((a, b) => b.selfMs - a.selfMs);
return rows;
}