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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>
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@@ -72,10 +72,10 @@ describe("Player update diffing (toUpdate)", () => {
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test("primitive changes appear in the diff without unchanged collections", () => {
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alice.toUpdate();
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alice.addGold(123n);
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alice.markTraitor();
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const diff = alice.toUpdate();
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expect(diff).not.toBeNull();
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expect(diff!.gold).toBe(alice.gold());
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expect(diff!.isTraitor).toBe(true);
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// Unchanged collection fields must be absent from the diff.
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expect(diff!.allies).toBeUndefined();
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expect(diff!.embargoes).toBeUndefined();
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@@ -83,6 +83,52 @@ describe("Player update diffing (toUpdate)", () => {
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expect(diff!.alliances).toBeUndefined();
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});
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test("stat churn (gold/troops/tilesOwned) travels via statsOut, not the diff", () => {
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const statsOut: number[] = [];
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alice.toUpdate(statsOut);
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statsOut.length = 0;
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alice.addGold(123n);
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const diff = alice.toUpdate(statsOut);
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// No object diff — gold alone must not put the player on the object
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// channel (that's the whole point of the packed stats channel).
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expect(diff).toBeNull();
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expect(statsOut).toEqual([
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alice.smallID(),
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alice.numTilesOwned(),
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Number(alice.gold()),
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alice.troops(),
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]);
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// Nothing changed → no quad, no diff.
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statsOut.length = 0;
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expect(alice.toUpdate(statsOut)).toBeNull();
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expect(statsOut).toEqual([]);
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// A non-stat change produces an object diff but no quad.
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alice.markTraitor();
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expect(alice.toUpdate(statsOut)).not.toBeNull();
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expect(statsOut).toEqual([]);
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});
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test("first emission carries the stats in the full snapshot, not statsOut", () => {
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const info = new PlayerInfo(
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"dora",
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PlayerType.Human,
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"dora_client",
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"dora_id",
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);
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game.addPlayer(info);
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const dora = game.player("dora_id");
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const statsOut: number[] = [];
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const full = dora.toUpdate(statsOut);
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expect(full).not.toBeNull();
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expect(full!.gold).toBe(dora.gold());
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expect(full!.troops).toBe(dora.troops());
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expect(full!.tilesOwned).toBe(dora.numTilesOwned());
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expect(statsOut).toEqual([]);
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});
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test("adding and removing an embargo shows up in consecutive diffs", () => {
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alice.toUpdate();
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alice.addEmbargo(bob, false);
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@@ -156,17 +202,33 @@ describe("Player update diffing (toUpdate)", () => {
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alice.smallID(),
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);
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// As the attack progresses, troop counts change and must keep flowing
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// through subsequent diffs.
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// As the attack progresses, troop counts change — but attack arrays are
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// NOT resent for troop-only changes. Troops flow as packed
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// [ownerSmallID, direction, index, troops] quads instead.
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game.drainPackedAttackUpdates(); // discard quads from earlier ticks
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const nextUpdates = game.executeNextTick();
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const nextPlayerUpdates = nextUpdates[
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GameUpdateType.Player
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] as PlayerUpdate[];
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const next = nextPlayerUpdates.find((u) => u.id === "alice_id");
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expect(next).toBeDefined();
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expect(
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next!.outgoingAttacks!.some((a) => a.targetID === bob.smallID()),
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).toBe(true);
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if (next !== undefined) {
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// Alice may appear for other field changes, but not for attack arrays.
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expect(next.outgoingAttacks).toBeUndefined();
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}
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const packed = game.drainPackedAttackUpdates();
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expect(packed).not.toBeNull();
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// Find alice's outgoing quads and check one matches her current attack.
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const aliceQuads: number[][] = [];
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for (let i = 0; i + 3 < packed!.length; i += 4) {
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if (packed![i] === alice.smallID() && packed![i + 1] === 0) {
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aliceQuads.push(Array.from(packed!.subarray(i, i + 4)));
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}
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}
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expect(aliceQuads.length).toBeGreaterThan(0);
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const aliceAttacks = alice.outgoingAttacks();
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for (const [, , index, troops] of aliceQuads) {
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expect(troops).toBe(aliceAttacks[index].troops());
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}
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});
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test("in-worker mutation of shared empty collections fails loudly", () => {
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