Shrink the per-tick worker → main update payload by ~90% (#4244)

Stacked on #4243 (the `perf:client` harness) — first step of fixing the
every-100ms main-thread stutter: make the per-tick burst small before
spreading what remains across frames.

## Problem

The harness showed the main-thread burst was dominated by
`structuredClone` of the `updates` object, and the clone was dominated
by two kinds of per-tick churn that re-sent object payloads every tick:

- `gold` / `troops` / `tilesOwned` change for nearly every alive player
every tick → ~278 partial `PlayerUpdate` objects per tick (world/400
bots), ~508 on giantworldmap.
- Attack troop counts tick down every tick → whole
`outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting
player every tick.
- `playerNameViewData` (an all-players record) was cloned every tick but
only recomputed every 30 ticks.

## Change

Three additions to the worker → main protocol (all transferable,
zero-clone):

1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]`
float64 quads for players whose stats changed. These fields no longer
appear in `PlayerUpdate` diffs (first emissions still carry the full
snapshot). Gold is exact in a float64 (game values ≪ 2^53).
2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index,
troops]` quads. Attack arrays are only resent when
membership/order/retreating changes — which is exactly the condition
that keeps the patch indexes valid (a tick either resends an array or
patches it, never both).
3. **`playerNameViewData` is now optional** — attached only on
placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn
end). The client keeps the last applied values; dead players' name
placements freeze at death (matching the previous effective behavior).

On the client, `GameView.populateFrame` now also rebuilds `names` /
`relationMatrix` / `allianceClusters` only when their inputs changed
that tick — field presence on a partial `PlayerUpdate` marks them dirty.
(`playerStatus`, nuke telegraphs, and attack rings still recompute every
tick; they're tick- or unit-dependent.)

## Results (perf:client, this machine; low-end devices ~5–20× slower)

Default run (world, 400 bots, 1800 ticks):

| stage | before | after |
|---|---|---|
| clone (serialize+deserialize) | 1.02ms | **0.09ms** |
| GameView.update | 0.62ms | **0.29ms** |
| WebGLFrameBuilder.update | 0.04ms | 0.04ms |
| **TOTAL burst mean** | **1.67ms** | **0.42ms** |
| TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** |

giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5
per tick (world), 508 → 12 (giant). The remaining burst is mostly tile
apply + per-tick derivations — the part that frame-spreading (next step)
addresses.

## Verification

- **Sim final hash unchanged** on all three reference configs
(`5607618202213430`, `29309648281599524`, `39945089450032050`) — no
simulation behavior change.
- **View hash unchanged** on all three configs (`942106e9`, `a3aae227`,
`cbaaf265`) — the rendered view state is provably identical
tick-for-tick, including the name-freeze semantics.
- New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner
cadence), packed-channel and freeze-at-death cases in
`tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests
and updated diff contract in `tests/GameUpdateUtils.test.ts` /
`tests/PlayerUpdateDiff.test.ts`.
- `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all
pass.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-12 16:50:56 -07:00
committed by GitHub
co-authored by Claude Fable 5
parent 4149b3e4cb
commit bca980f572
16 changed files with 924 additions and 74 deletions
+113 -18
View File
@@ -16,6 +16,7 @@ import {
GameUpdateViewData,
SpawnPhaseEndUpdate,
} from "../../core/game/GameUpdates";
import { ATTACK_DELTA_OUTGOING } from "../../core/game/GameUpdateUtils";
import {
MotionPlanRecord,
unpackMotionPlans,
@@ -100,6 +101,17 @@ export class GameView implements GameMap {
private _myPlayer: PlayerView | null = null;
// ── populateFrame dirty flags ──────────────────────────────────────────
// The derived structures below only depend on rarely-changing player
// fields, so they're rebuilt only when one of their inputs arrived this
// tick (PlayerUpdates are partial — field presence means "changed").
/** Names: nameData record applied, or a player was added. */
private _namesDirty = true;
/** Relation matrix: allies/embargoes changed, or a player was added. */
private _relationsDirty = true;
/** Alliance clusters: allies changed, or a player was added. */
private _clustersDirty = true;
private unitGrid: UnitGrid;
private unitMotionPlans = new Map<
number,
@@ -290,6 +302,21 @@ export class GameView implements GameMap {
this._myClanTag,
);
// Name placements arrive only on ticks where the worker recomputed them
// (see GameUpdateViewData.playerNameViewData). Apply to existing alive
// players here; dead players keep their last placement (names freeze at
// death), and new players get theirs via the PlayerView constructor in
// pass 1 below.
if (gu.playerNameViewData !== undefined) {
for (const id in gu.playerNameViewData) {
const pv = this._players.get(id);
if (pv !== undefined && pv.state.isAlive) {
pv.nameData = gu.playerNameViewData[id];
}
}
this._namesDirty = true;
}
// Pass 1: ensure every player exists with up-to-date PlayerState. We need
// all smallIDs registered before pass 2 can translate embargo PlayerIDs.
// PlayerUpdate is now partial: only `id` is guaranteed; everything else
@@ -311,9 +338,19 @@ export class GameView implements GameMap {
this.smallIDToID.set(pu.smallID, pu.id);
}
// Derived-data dirty tracking: field presence on a partial update
// means the field changed this tick.
if (pu.allies !== undefined) {
this._relationsDirty = true;
this._clustersDirty = true;
}
if (pu.embargoes !== undefined) {
this._relationsDirty = true;
}
if (existing !== undefined) {
existing.applyUpdate(pu);
const nextNameData = gu.playerNameViewData[pu.id];
const nextNameData = gu.playerNameViewData?.[pu.id];
if (nextNameData !== undefined) {
existing.nameData = nextNameData;
}
@@ -321,7 +358,7 @@ export class GameView implements GameMap {
const player = new PlayerView(
this,
pu,
gu.playerNameViewData[pu.id],
gu.playerNameViewData?.[pu.id],
// First check human by clientID, then check nation by name.
this._cosmetics.get(pu.clientID ?? "") ??
this._cosmetics.get(pu.name!) ??
@@ -333,6 +370,9 @@ export class GameView implements GameMap {
if (team !== null) {
this._teams.set(pu.smallID!, team);
}
this._namesDirty = true;
this._relationsDirty = true;
this._clustersDirty = true;
}
});
@@ -353,6 +393,43 @@ export class GameView implements GameMap {
player.setEmbargoSmallIDs(smallIDs);
});
// Packed per-player stats: [smallID, tilesOwned, gold, troops] quads for
// every player whose stats changed this tick (the per-tick churn that no
// longer travels in PlayerUpdate objects). Applied after pass 1 so
// first-emission players exist; their quad carries the same values as
// the full update, so double-applying is harmless.
const packedStats = gu.packedPlayerUpdates;
if (packedStats !== undefined) {
for (let i = 0; i + 3 < packedStats.length; i += 4) {
const state = this._playerStates.get(packedStats[i]);
if (state === undefined) continue;
state.tilesOwned = packedStats[i + 1];
state.gold = packedStats[i + 2];
state.troops = packedStats[i + 3];
}
}
// Packed attack troop counts: [ownerSmallID, direction, index, troops]
// quads. The attack arrays themselves are only resent when membership/
// order changes, which is also what keeps these indexes valid — a tick
// either resends an array (fresh troops included) or patches it, never
// both. See packAttackTroopDeltas.
const packedAttacks = gu.packedAttackUpdates;
if (packedAttacks !== undefined) {
for (let i = 0; i + 3 < packedAttacks.length; i += 4) {
const state = this._playerStates.get(packedAttacks[i]);
if (state === undefined) continue;
const attacks =
packedAttacks[i + 1] === ATTACK_DELTA_OUTGOING
? state.outgoingAttacks
: state.incomingAttacks;
const attack = attacks[packedAttacks[i + 2]];
if (attack !== undefined) {
attack.troops = packedAttacks[i + 3];
}
}
}
if (this._myClientID) {
this._myPlayer ??= this.playerByClientID(this._myClientID);
}
@@ -441,16 +518,20 @@ export class GameView implements GameMap {
this._changedTilesScratch.push({ ref: this.updatedTiles[i], state: 0 });
}
// Names map — rebuilt every tick. Cheap (one entry per player, no big
// arrays). Entry order is irrelevant for the renderer.
this._names.clear();
for (const p of this._players.values()) {
this._names.set(p.id(), {
playerID: p.id(),
x: p.nameData?.x ?? 0,
y: p.nameData?.y ?? 0,
size: p.nameData?.size ?? 0,
});
// Names map — rebuilt only when a placement record arrived or a player
// was added (nameData values cannot change between those ticks). Entry
// order is irrelevant for the renderer.
if (this._namesDirty) {
this._namesDirty = false;
this._names.clear();
for (const p of this._players.values()) {
this._names.set(p.id(), {
playerID: p.id(),
x: p.nameData?.x ?? 0,
y: p.nameData?.y ?? 0,
size: p.nameData?.size ?? 0,
});
}
}
// FrameEvents — clear arrays, then re-populate from this tick's updates.
@@ -478,16 +559,29 @@ export class GameView implements GameMap {
isTransitiveTarget: (sid) =>
this._myPlayer?.hasTransitiveTarget(sid) ?? false,
});
const rel = buildRelationMatrix(this._playerStates, this._teams);
f.relationMatrix = rel.matrix;
f.relationSize = rel.size;
f.allianceClusters = computeAllianceClusters(this._playerStates);
// Relations + clusters depend only on allies/embargoes/teams, which
// change rarely (teams only when a player is added) — recompute only
// when one of those inputs arrived this tick. buildRelationMatrix
// writes into a reusable module-level buffer, so skipping the call
// leaves f.relationMatrix's contents intact.
if (this._relationsDirty) {
this._relationsDirty = false;
const rel = buildRelationMatrix(this._playerStates, this._teams);
f.relationMatrix = rel.matrix;
f.relationSize = rel.size;
}
if (this._clustersDirty) {
this._clustersDirty = false;
f.allianceClusters = computeAllianceClusters(this._playerStates);
}
f.nukeTelegraphs = extractNukeTelegraphs(
this._unitStates,
this._map.width(),
this._myPlayer?.smallID() ?? 0,
rel.matrix,
rel.size,
// The latest relation matrix — recomputed above when dirty, otherwise
// carried over on the frame from the last rebuild.
f.relationMatrix,
f.relationSize,
);
f.attackRings = this._myPlayer
? extractAttackRings(
@@ -535,6 +629,7 @@ export class GameView implements GameMap {
const conquered = this._players.get(c.conqueredId);
if (conquered === undefined) continue;
const loc = conquered.nameLocation();
if (loc === undefined) continue;
ev.conquestEvents.push({
x: loc.x,
y: loc.y,