perf(worker): remove heartbeat; batch game updates (#3308)

## Description:
Removes the client-driven heartbeat loop and switches worker tick
execution to a worker-owned drain scheduler with batched game update
delivery.

## Why
The previous flow required the client to send a `heartbeat` every
animation frame just to keep the worker progressing turns. That had two
costs:

1. Simulation progress was coupled to browser frame cadence.
2. Catch-up periods produced many single `game_update` messages,
increasing message overhead and main-thread wakeups.

## What Changed

### 1) Remove heartbeat protocol
- Deleted `heartbeat` from `WorkerMessageType`.
- Removed `HeartbeatMessage` from `MainThreadMessage`.
- Removed `sendHeartbeat()` from `WorkerClient`.
- Removed the `requestAnimationFrame` keep-alive loop in
`ClientGameRunner`.

Files:
- `src/client/ClientGameRunner.ts`
- `src/core/worker/WorkerClient.ts`
- `src/core/worker/WorkerMessages.ts`
- `src/core/worker/Worker.worker.ts`

### 2) Add batched worker-to-client updates
- Added `game_update_batch` message type and `GameUpdateBatchMessage`.
- Worker now emits one batch message containing multiple tick updates.
- `WorkerClient` handles `game_update_batch` by replaying updates to the
existing callback in order.

Files:
- `src/core/worker/WorkerMessages.ts`
- `src/core/worker/WorkerClient.ts`

### 3) Move tick draining into worker
- Added a scheduler (`scheduleDrain`) and drain loop (`drain`) in
`Worker.worker.ts`.
- On each `turn` message, worker enqueues turn and schedules drain.
- Drain executes up to `MAX_TICKS_BEFORE_YIELD = 4` ticks per cycle,
then yields with `setTimeout(..., 0)`.
- Tick updates are collected into a batch and sent once with
transferables:
  - `packedTileUpdates.buffer`
  - `packedMotionPlans.buffer` (when present)
- If backlog remains, drain reschedules itself.

File:
- `src/core/worker/Worker.worker.ts`

## Behavioral Notes
- No server protocol changes.
- Ggame update callback contract remains the same (still receives one
`GameUpdateViewData` at a time in order).
- Ordering is preserved: `WorkerClient` iterates batch entries in
sequence.
- Error updates are still filtered from update delivery in the worker
batch path (same effective behavior as before for normal update flow).

## Expected Impact
- Fewer `postMessage` calls during backlog and burst turn delivery.
- Lower message overhead and fewer main-thread interrupts.
- Less dependence on UI frame timing for worker progress.
- Better catch-up stability due to explicit periodic yielding.

## Risk Areas
- Drain scheduling edge cases (re-entrancy / lost wake-ups).
- Mitigated with `drainScheduled`, `draining`, and `drainRequested`
flags.
- Larger per-message payloads due to batching.
  - Bounded by `MAX_TICKS_BEFORE_YIELD`.
- Any assumptions in downstream code about receiving only `game_update`.
  - Handled by adding `game_update_batch` support in `WorkerClient`.

## 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:

DISCORD_USERNAME
This commit is contained in:
scamiv
2026-02-28 21:58:32 +00:00
committed by GitHub
parent c911bfb2d8
commit 9fc11b7b9a
4 changed files with 114 additions and 56 deletions
+7 -6
View File
@@ -45,6 +45,13 @@ export class WorkerClient {
this.gameUpdateCallback(message.gameUpdate);
}
break;
case "game_update_batch":
if (this.gameUpdateCallback && message.gameUpdates) {
for (const gu of message.gameUpdates) {
this.gameUpdateCallback(gu);
}
}
break;
case "initialized":
default:
@@ -103,12 +110,6 @@ export class WorkerClient {
});
}
sendHeartbeat() {
this.worker.postMessage({
type: "heartbeat",
});
}
playerProfile(playerID: number): Promise<PlayerProfile> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {