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
parent 4149b3e4cb
commit bca980f572
16 changed files with 924 additions and 74 deletions
+285 -1
View File
@@ -27,9 +27,11 @@ function withPlayers(
) {
const gu = makeEmptyGu(tick);
gu.updates[GameUpdateType.Player] = players;
const nameViewData: NonNullable<typeof gu.playerNameViewData> = {};
for (const p of players) {
gu.playerNameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
nameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
}
gu.playerNameViewData = nameViewData;
return gu;
}
@@ -140,6 +142,288 @@ describe("GameView.update — players", () => {
});
});
describe("GameView.update — packed channels", () => {
it("packedPlayerUpdates quads update tilesOwned/gold/troops in place", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 100, gold: 5n }),
]),
);
const gu = makeEmptyGu(2);
// [smallID, tilesOwned, gold, troops]
gu.packedPlayerUpdates = new Float64Array([1, 42, 999, 250]);
game.update(gu);
const alice = game.player("alice");
expect(alice.numTilesOwned()).toBe(42);
expect(alice.gold()).toBe(999n);
expect(alice.troops()).toBe(250);
});
it("packedAttackUpdates patches troop counts by direction and index", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "alice",
smallID: 1,
outgoingAttacks: [
{
attackerID: 1,
targetID: 2,
troops: 500,
id: "a1",
retreating: false,
},
{
attackerID: 1,
targetID: 3,
troops: 300,
id: "a2",
retreating: false,
},
],
incomingAttacks: [
{
attackerID: 4,
targetID: 1,
troops: 80,
id: "a3",
retreating: false,
},
],
}),
]),
);
const gu = makeEmptyGu(2);
// [ownerSmallID, direction (0=outgoing, 1=incoming), index, troops]
gu.packedAttackUpdates = new Float64Array([1, 0, 1, 290, 1, 1, 0, 75]);
game.update(gu);
const alice = game.player("alice");
expect(alice.outgoingAttacks().map((a) => a.troops)).toEqual([500, 290]);
expect(alice.incomingAttacks().map((a) => a.troops)).toEqual([75]);
});
it("quads for unknown smallIDs and out-of-range attack indexes are ignored", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })]),
);
const gu = makeEmptyGu(2);
gu.packedPlayerUpdates = new Float64Array([99, 1, 1, 1]);
gu.packedAttackUpdates = new Float64Array([1, 0, 5, 123, 99, 1, 0, 7]);
expect(() => game.update(gu)).not.toThrow();
});
it("same-tick array resend and patch on different directions both apply", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "alice",
smallID: 1,
outgoingAttacks: [
{
attackerID: 1,
targetID: 2,
troops: 500,
id: "a1",
retreating: false,
},
],
incomingAttacks: [
{
attackerID: 4,
targetID: 1,
troops: 80,
id: "a3",
retreating: false,
},
],
}),
]),
);
// Outgoing membership changed → full array resent with fresh troops;
// incoming membership unchanged → troops arrive as a patch. The patch
// must land on the long-lived incoming array and not interfere with the
// resent outgoing array (a tick resends or patches each array, never
// both — but different directions can mix on one tick).
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
{
type: GameUpdateType.Player,
id: "alice",
outgoingAttacks: [
{
attackerID: 1,
targetID: 2,
troops: 450,
id: "a1",
retreating: false,
},
{
attackerID: 1,
targetID: 3,
troops: 100,
id: "a2",
retreating: false,
},
],
},
];
gu.packedAttackUpdates = new Float64Array([1, 1, 0, 75]);
game.update(gu);
const alice = game.player("alice");
expect(alice.outgoingAttacks().map((a) => a.troops)).toEqual([450, 100]);
expect(alice.incomingAttacks().map((a) => a.troops)).toEqual([75]);
});
it("gold survives the float64 quad exactly, including > 2^32 values", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })]),
);
const bigGold = 2 ** 52 + 11; // integer, exactly representable in f64
const gu = makeEmptyGu(2);
gu.packedPlayerUpdates = new Float64Array([1, 0, bigGold, 0]);
game.update(gu);
expect(game.player("alice").gold()).toBe(BigInt(bigGold));
});
it("nameData persists across ticks without a playerNameViewData record", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })], {
alice: { x: 7, y: 9, size: 3 },
}),
);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 7, y: 9 });
// Tick without a record (worker omits it between placement rebuilds) —
// even with a player update present, the old placement must survive.
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
makePlayerUpdate({ id: "alice", smallID: 1 }),
];
game.update(gu);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 7, y: 9 });
// A new record updates the placement (alice is alive).
const gu3 = makeEmptyGu(3);
gu3.playerNameViewData = { alice: { x: 11, y: 13, size: 4 } };
game.update(gu3);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 11, y: 13 });
});
it("dead players keep their last name placement (freeze at death)", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })], {
alice: { x: 7, y: 9, size: 3 },
}),
);
// Alice dies.
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Player] = [
makePlayerUpdate({ id: "alice", smallID: 1, isAlive: false }),
];
game.update(gu2);
// A later record must not move her name.
const gu3 = makeEmptyGu(3);
gu3.playerNameViewData = { alice: { x: 0, y: 0, size: 0 } };
game.update(gu3);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 7, y: 9 });
});
});
describe("GameView.update — derived-data dirty flags", () => {
function twoPlayers() {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1 }),
makePlayerUpdate({ id: "bob", smallID: 2 }),
]),
);
return game;
}
it("relationMatrix recomputes when allies arrive on a partial update", () => {
const game = twoPlayers();
const size = game.frameData().relationSize;
expect(game.frameData().relationMatrix[1 * size + 2]).toBe(0); // neutral
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
{ type: GameUpdateType.Player, id: "alice", allies: [2] },
];
game.update(gu);
// friendly, both directions
expect(game.frameData().relationMatrix[1 * size + 2]).toBe(1);
expect(game.frameData().relationMatrix[2 * size + 1]).toBe(1);
});
it("relationMatrix recomputes when embargoes arrive on a partial update", () => {
const game = twoPlayers();
const size = game.frameData().relationSize;
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
{
type: GameUpdateType.Player,
id: "alice",
embargoes: new Set(["bob"]),
},
];
game.update(gu);
expect(game.frameData().relationMatrix[1 * size + 2]).toBe(2); // embargo
});
it("allianceClusters keep identity on clean ticks and recompute on allies change", () => {
const game = twoPlayers();
const before = game.frameData().allianceClusters;
expect(before.get(1)).not.toBe(before.get(2)); // separate clusters
// Clean tick: no relation inputs changed → cached object, untouched.
game.update(makeEmptyGu(2));
expect(game.frameData().allianceClusters).toBe(before);
// Alliance forms → recomputed: alice and bob share a cluster root.
const gu = makeEmptyGu(3);
gu.updates[GameUpdateType.Player] = [
{ type: GameUpdateType.Player, id: "alice", allies: [2] },
{ type: GameUpdateType.Player, id: "bob", allies: [1] },
];
game.update(gu);
const after = game.frameData().allianceClusters;
expect(after).not.toBe(before);
expect(after.get(1)).toBe(after.get(2));
});
it("names map keeps identity and content on ticks without a record", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })], {
alice: { x: 7, y: 9, size: 3 },
}),
);
const names = game.frameData().names;
const entry = names.get("alice");
game.update(makeEmptyGu(2));
expect(game.frameData().names).toBe(names); // long-lived map
expect(game.frameData().names.get("alice")).toBe(entry); // not rebuilt
});
});
describe("GameView.update — units", () => {
it("creates a UnitView on first sighting and reuses it after", () => {
const game = makeGameView();