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
+3 -2
View File
@@ -227,8 +227,9 @@ export class TransformHandler {
centerCamera() {
this.clearTarget();
const player = this.game.myPlayer();
if (!player || !player.nameLocation()) return;
this.target = new Cell(player.nameLocation().x, player.nameLocation().y);
const nameLocation = player?.nameLocation();
if (!nameLocation) return;
this.target = new Cell(nameLocation.x, nameLocation.y);
this.intervalID = setInterval(() => this.goTo(), GOTO_INTERVAL_MS);
}
+101 -6
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);
}
@@ -441,8 +518,11 @@ 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.
// 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(), {
@@ -452,6 +532,7 @@ export class GameView implements GameMap {
size: p.nameData?.size ?? 0,
});
}
}
// FrameEvents — clear arrays, then re-populate from this tick's updates.
this.buildFrameEvents(gu);
@@ -478,16 +559,29 @@ export class GameView implements GameMap {
isTransitiveTarget: (sid) =>
this._myPlayer?.hasTransitiveTarget(sid) ?? false,
});
// 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,
+3 -2
View File
@@ -123,7 +123,8 @@ export class PlayerView {
constructor(
private game: GameView,
data: PlayerUpdate,
public nameData: NameViewData,
// Undefined until the worker's first name placement for this player.
public nameData: NameViewData | undefined,
public cosmetics: PlayerCosmetics,
) {
this.state = stateFromUpdate(data);
@@ -405,7 +406,7 @@ export class PlayerView {
.filter((u) => u.owner().smallID() === this.smallID());
}
nameLocation(): NameViewData {
nameLocation(): NameViewData | undefined {
return this.nameData;
}
+12 -1
View File
@@ -160,6 +160,11 @@ export class GameRunner {
return false;
}
// Track whether placements were recomputed this tick — the record is
// only attached to the update when it could have changed, so the main
// thread doesn't structured-clone an identical ~all-players record on
// every other tick.
let viewDataChanged = false;
if (this.game.inSpawnPhase()) {
for (const p of this.game.players()) {
if (p.type() !== PlayerType.Human && p.type() !== PlayerType.Nation) {
@@ -167,6 +172,7 @@ export class GameRunner {
}
if (p.spawnTile() === undefined) continue;
this.playerViewData[p.id()] = placeSpawnName(this.game, p);
viewDataChanged = true;
}
}
@@ -179,17 +185,22 @@ export class GameRunner {
for (const p of this.game.players()) {
this.playerViewData[p.id()] = placeName(this.game, p);
}
viewDataChanged = true;
}
const packedTileUpdates = this.game.drainPackedTileUpdates();
const packedMotionPlans = this.game.drainPackedMotionPlans();
const packedPlayerUpdates = this.game.drainPackedPlayerUpdates();
const packedAttackUpdates = this.game.drainPackedAttackUpdates();
this.callBack({
tick: this.game.ticks(),
packedTileUpdates,
...(packedMotionPlans ? { packedMotionPlans } : {}),
...(packedPlayerUpdates ? { packedPlayerUpdates } : {}),
...(packedAttackUpdates ? { packedAttackUpdates } : {}),
updates: updates,
playerNameViewData: this.playerViewData,
...(viewDataChanged ? { playerNameViewData: this.playerViewData } : {}),
tickExecutionDuration: tickExecutionDuration,
pendingTurns: pendingTurns ?? 0,
});
+6 -1
View File
@@ -666,7 +666,10 @@ export interface Player {
executeRetreat(attackID: string): void;
// Misc
toUpdate(): PlayerUpdate | null;
toUpdate(
statsOut?: number[],
attackTroopsOut?: number[],
): PlayerUpdate | null;
playerProfile(): PlayerProfile;
// WARNING: this operation is expensive.
bestTransportShipSpawn(tile: TileRef): TileRef | false;
@@ -720,6 +723,8 @@ export interface Game extends GameMap {
drainPackedTileUpdates(): Uint32Array;
recordMotionPlan(record: MotionPlanRecord): void;
drainPackedMotionPlans(): Uint32Array | null;
drainPackedPlayerUpdates(): Float64Array | null;
drainPackedAttackUpdates(): Float64Array | null;
setWinner(winner: Player | Team, allPlayersStats: AllPlayersStats): void;
getWinner(): Player | Team | null;
config(): Config;
+24 -1
View File
@@ -95,6 +95,10 @@ export class GameImpl implements Game {
private updates: GameUpdates = createGameUpdatesMap();
private tileUpdatePairs: number[] = [];
/** [smallID, tilesOwned, gold, troops] quads — see PlayerImpl.toUpdate. */
private playerStatsQuads: number[] = [];
/** [smallID, direction, index, troops] quads — see packAttackTroopDeltas. */
private attackTroopsQuads: number[] = [];
private motionPlanRecords: MotionPlanRecord[] = [];
private planDrivenUnitIds = new Set<number>();
private unitGrid: UnitGrid;
@@ -451,7 +455,10 @@ export class GameImpl implements Game {
this.execs.push(...inited);
this.unInitExecs = unInited;
for (const player of this._players.values()) {
const update = player.toUpdate();
const update = player.toUpdate(
this.playerStatsQuads,
this.attackTroopsQuads,
);
if (update !== null) this.addUpdate(update);
}
if (this.ticks() % 10 === 0) {
@@ -489,6 +496,22 @@ export class GameImpl implements Game {
return packed;
}
drainPackedPlayerUpdates(): Float64Array | null {
const quads = this.playerStatsQuads;
if (quads.length === 0) return null;
const packed = Float64Array.from(quads);
quads.length = 0;
return packed;
}
drainPackedAttackUpdates(): Float64Array | null {
const quads = this.attackTroopsQuads;
if (quads.length === 0) return null;
const packed = Float64Array.from(quads);
quads.length = 0;
return packed;
}
recordMotionPlan(record: MotionPlanRecord): void {
switch (record.kind) {
case "grid":
+56 -7
View File
@@ -20,6 +20,12 @@ import {
* PlayerUpdate, you MUST add a matching setIfDifferent(...) line here, and an
* apply line in applyStateUpdate below. A field missing here is never diffed,
* so its changes silently never reach the main thread after the first update.
*
* EXCEPTION: tilesOwned / gold / troops are deliberately NOT diffed here.
* They change for nearly every alive player every tick, so they travel on
* the transferable `GameUpdateViewData.packedPlayerUpdates` channel instead
* (see PlayerImpl.toUpdate) and appear in PlayerUpdate objects only on a
* player's first (full) emission.
*/
export function diffPlayerUpdate(
prev: PlayerUpdate,
@@ -46,9 +52,7 @@ export function diffPlayerUpdate(
setIfDifferent("playerType", prev.playerType === next.playerType);
setIfDifferent("isAlive", prev.isAlive === next.isAlive);
setIfDifferent("isDisconnected", prev.isDisconnected === next.isDisconnected);
setIfDifferent("tilesOwned", prev.tilesOwned === next.tilesOwned);
setIfDifferent("gold", prev.gold === next.gold);
setIfDifferent("troops", prev.troops === next.troops);
// tilesOwned / gold / troops intentionally absent — see EXCEPTION above.
setIfDifferent("isTraitor", prev.isTraitor === next.isTraitor);
setIfDifferent(
"traitorRemainingTicks",
@@ -76,13 +80,17 @@ export function diffPlayerUpdate(
"outgoingEmojis",
emojiArrayEqual(prev.outgoingEmojis, next.outgoingEmojis),
);
// Attack arrays are compared WITHOUT troop counts: troops change every
// tick for every active attack and travel via packedAttackUpdates (see
// packAttackTroopDeltas below). The arrays are only resent when
// membership/order/retreating changes.
setIfDifferent(
"outgoingAttacks",
attackArrayEqual(prev.outgoingAttacks, next.outgoingAttacks),
attackArrayMembershipEqual(prev.outgoingAttacks, next.outgoingAttacks),
);
setIfDifferent(
"incomingAttacks",
attackArrayEqual(prev.incomingAttacks, next.incomingAttacks),
attackArrayMembershipEqual(prev.incomingAttacks, next.incomingAttacks),
);
setIfDifferent(
"alliances",
@@ -159,7 +167,17 @@ function stringSetEqual(a?: Set<string>, b?: Set<string>): boolean {
return true;
}
function attackArrayEqual(a?: AttackUpdate[], b?: AttackUpdate[]): boolean {
/**
* Attack-array equality ignoring troop counts: same attacks, same order,
* same retreating flags. When this holds, only troop counts can differ, and
* those travel as packed quads (packAttackTroopDeltas) addressed by index —
* which stays valid precisely because any membership/order change makes
* this false and resends the whole array.
*/
function attackArrayMembershipEqual(
a?: AttackUpdate[],
b?: AttackUpdate[],
): boolean {
if (a === b) return true;
if (!a || !b) return false;
if (a.length !== b.length) return false;
@@ -169,7 +187,6 @@ function attackArrayEqual(a?: AttackUpdate[], b?: AttackUpdate[]): boolean {
if (
x.attackerID !== y.attackerID ||
x.targetID !== y.targetID ||
x.troops !== y.troops ||
x.id !== y.id ||
x.retreating !== y.retreating
) {
@@ -179,6 +196,38 @@ function attackArrayEqual(a?: AttackUpdate[], b?: AttackUpdate[]): boolean {
return true;
}
/**
* Direction lane of a `packedAttackUpdates` quad: which of the owner's attack
* arrays the index addresses. Encoder (PlayerImpl.toUpdate →
* packAttackTroopDeltas) and decoder (client GameView.update) must both use
* these.
*/
export const ATTACK_DELTA_OUTGOING = 0;
export const ATTACK_DELTA_INCOMING = 1;
/**
* Push a `[ownerSmallID, direction, index, troops]` quad onto `out` for each
* attack whose troop count changed between `prev` and `next`. No-op when the
* arrays are not membership-equal — diffPlayerUpdate resends the whole array
* that tick (carrying fresh troop counts), so patches would be redundant and
* their indexes unreliable.
*/
export function packAttackTroopDeltas(
prev: AttackUpdate[] | undefined,
next: AttackUpdate[] | undefined,
ownerSmallID: number,
direction: typeof ATTACK_DELTA_OUTGOING | typeof ATTACK_DELTA_INCOMING,
out: number[],
): void {
if (prev === next || !prev || !next) return;
if (!attackArrayMembershipEqual(prev, next)) return;
for (let i = 0; i < next.length; i++) {
if (prev[i].troops !== next[i].troops) {
out.push(ownerSmallID, direction, i, next[i].troops);
}
}
}
function allianceArrayEqual(a?: AllianceView[], b?: AllianceView[]): boolean {
if (a === b) return true;
if (!a || !b) return false;
+29 -1
View File
@@ -33,7 +33,35 @@ export interface GameUpdateViewData {
* (similar to `packedTileUpdates`) to avoid structured-clone copies.
*/
packedMotionPlans?: Uint32Array;
playerNameViewData: Record<string, NameViewData>;
/**
* Packed per-player numeric stats as `[smallID, tilesOwned, gold, troops]`
* float64 quads — the fields that change for nearly every alive player
* every tick. They travel here (transferred, not structured-cloned) instead
* of in `PlayerUpdate` object diffs, which only carry them on a player's
* first emission. Gold is exact in a float64 (game values stay far below
* 2^53). Absent when no player's stats changed.
*/
packedPlayerUpdates?: Float64Array;
/**
* Packed attack troop-count changes as
* `[ownerSmallID, direction, index, troops]` float64 quads, where
* `direction` is 0 for the owner's outgoingAttacks and 1 for
* incomingAttacks, and `index` addresses that array. Troop counts change
* every tick for every active attack, so they travel here instead of
* re-sending whole attack arrays in PlayerUpdate diffs; the arrays
* themselves are only resent when membership/order/retreating changes —
* which also guarantees the receiver's indexes line up (see
* packAttackTroopDeltas). Absent when no attack troop count changed.
*/
packedAttackUpdates?: Float64Array;
/**
* Name placement per player. Only present on ticks where the worker
* recomputed placements (spawn ticks, the first ticks, every 30th tick,
* spawn end) — between those the values wouldn't change, so the record is
* omitted instead of re-cloned every tick. Consumers keep the last applied
* values.
*/
playerNameViewData?: Record<string, NameViewData>;
tickExecutionDuration?: number;
pendingTurns?: number;
}
+47 -2
View File
@@ -41,7 +41,12 @@ import {
} from "./Game";
import { GameImpl } from "./GameImpl";
import { andFN, manhattanDistFN, TileRef } from "./GameMap";
import { diffPlayerUpdate } from "./GameUpdateUtils";
import {
ATTACK_DELTA_INCOMING,
ATTACK_DELTA_OUTGOING,
diffPlayerUpdate,
packAttackTroopDeltas,
} from "./GameUpdateUtils";
import {
AllianceView,
AttackUpdate,
@@ -154,13 +159,53 @@ export class PlayerImpl implements Player {
* return only fields that changed since the previous call (a partial
* `{ type, id, ...changedFields }`), or `null` if nothing changed.
*
* tilesOwned / gold / troops are excluded from partial updates (they churn
* for every alive player every tick): when any of them changed, a
* `[smallID, tilesOwned, gold, troops]` quad is pushed to `statsOut`
* instead, which GameImpl drains into the transferable
* `packedPlayerUpdates` buffer. Attack troop counts likewise go to
* `attackTroopsOut` as `[smallID, direction, index, troops]` quads
* (→ `packedAttackUpdates`) instead of re-sending whole attack arrays.
*
* `lastSentUpdate` is updated to the full snapshot on every call.
*/
toUpdate(): PlayerUpdate | null {
toUpdate(
statsOut?: number[],
attackTroopsOut?: number[],
): PlayerUpdate | null {
const full = this.toFullUpdate();
const prev = this.lastSentUpdate;
this.lastSentUpdate = full;
if (prev === undefined) return full;
if (
statsOut !== undefined &&
(prev.tilesOwned !== full.tilesOwned ||
prev.gold !== full.gold ||
prev.troops !== full.troops)
) {
statsOut.push(
full.smallID!,
full.tilesOwned!,
Number(full.gold),
full.troops!,
);
}
if (attackTroopsOut !== undefined) {
packAttackTroopDeltas(
prev.outgoingAttacks,
full.outgoingAttacks,
full.smallID!,
ATTACK_DELTA_OUTGOING,
attackTroopsOut,
);
packAttackTroopDeltas(
prev.incomingAttacks,
full.incomingAttacks,
full.smallID!,
ATTACK_DELTA_INCOMING,
attackTroopsOut,
);
}
return diffPlayerUpdate(prev, full);
}
+6
View File
@@ -113,6 +113,12 @@ function sendGameUpdateBatch(gameUpdates: GameUpdateViewData[]): void {
if (gu.packedMotionPlans) {
transfers.push(gu.packedMotionPlans.buffer);
}
if (gu.packedPlayerUpdates) {
transfers.push(gu.packedPlayerUpdates.buffer);
}
if (gu.packedAttackUpdates) {
transfers.push(gu.packedAttackUpdates.buffer);
}
}
ctx.postMessage(
+106 -29
View File
@@ -4,8 +4,13 @@ import { PlayerType } from "../src/core/game/Game";
import {
applyStateUpdate,
diffPlayerUpdate,
packAttackTroopDeltas,
} from "../src/core/game/GameUpdateUtils";
import { GameUpdateType, PlayerUpdate } from "../src/core/game/GameUpdates";
import {
AttackUpdate,
GameUpdateType,
PlayerUpdate,
} from "../src/core/game/GameUpdates";
import { makePlayerUpdate } from "./util/viewStubs";
function makePlayerState(overrides: Partial<PlayerState> = {}): PlayerState {
@@ -41,24 +46,30 @@ describe("diffPlayerUpdate", () => {
});
it("returns a diff with only changed primitives plus type+id", () => {
const prev = makePlayerUpdate({ gold: 100n });
const next = makePlayerUpdate({ gold: 250n });
const prev = makePlayerUpdate({ betrayals: 0 });
const next = makePlayerUpdate({ betrayals: 1 });
const diff = diffPlayerUpdate(prev, next);
expect(diff).not.toBeNull();
expect(diff).toEqual({
type: GameUpdateType.Player,
id: "player-a",
gold: 250n,
betrayals: 1,
});
});
it("includes every changed primitive in a single diff", () => {
const prev = makePlayerUpdate({ gold: 100n, troops: 50, tilesOwned: 5 });
const next = makePlayerUpdate({ gold: 200n, troops: 75, tilesOwned: 5 });
const prev = makePlayerUpdate({ betrayals: 0, isTraitor: false });
const next = makePlayerUpdate({ betrayals: 1, isTraitor: true });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.gold).toBe(200n);
expect(diff.troops).toBe(75);
expect(diff.tilesOwned).toBeUndefined();
expect(diff.betrayals).toBe(1);
expect(diff.isTraitor).toBe(true);
expect(diff.hasSpawned).toBeUndefined();
});
it("ignores tilesOwned/gold/troops — they travel via packedPlayerUpdates", () => {
const prev = makePlayerUpdate({ gold: 100n, troops: 50, tilesOwned: 5 });
const next = makePlayerUpdate({ gold: 200n, troops: 75, tilesOwned: 9 });
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects allies array additions", () => {
@@ -94,7 +105,22 @@ describe("diffPlayerUpdate", () => {
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects outgoingAttacks element changes", () => {
it("detects outgoingAttacks membership/retreating changes", () => {
const prev = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
],
});
const next = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: true },
],
});
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.outgoingAttacks).toEqual(next.outgoingAttacks);
});
it("ignores attack troop-count changes — they travel via packedAttackUpdates", () => {
const prev = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
@@ -105,8 +131,7 @@ describe("diffPlayerUpdate", () => {
{ attackerID: 1, targetID: 2, troops: 20, id: "a", retreating: false },
],
});
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.outgoingAttacks).toEqual(next.outgoingAttacks);
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects alliance list changes", () => {
@@ -143,14 +168,76 @@ describe("diffPlayerUpdate", () => {
});
it("always includes type and id on a non-null diff", () => {
const prev = makePlayerUpdate({ gold: 100n });
const next = makePlayerUpdate({ gold: 200n });
const prev = makePlayerUpdate({ betrayals: 0 });
const next = makePlayerUpdate({ betrayals: 1 });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.type).toBe(GameUpdateType.Player);
expect(diff.id).toBe(next.id);
});
});
describe("packAttackTroopDeltas", () => {
const attack = (
troops: number,
id = "a",
retreating = false,
): AttackUpdate => ({
attackerID: 1,
targetID: 2,
troops,
id,
retreating,
});
it("emits [owner, direction, index, troops] quads for changed troop counts", () => {
const out: number[] = [];
packAttackTroopDeltas(
[attack(10, "a"), attack(20, "b")],
[attack(10, "a"), attack(15, "b")],
7,
1,
out,
);
expect(out).toEqual([7, 1, 1, 15]);
});
it("emits nothing when arrays are not membership-equal (diff resends them)", () => {
const out: number[] = [];
packAttackTroopDeltas(
[attack(10, "a")],
[attack(15, "a"), attack(5, "b")],
7,
0,
out,
);
expect(out).toEqual([]);
});
it("a retreat flip suppresses quads even when troops also changed", () => {
// retreating is part of membership equality, so the whole array resends
// (with fresh troops) and patches must NOT be emitted — a tick resends
// or patches, never both.
const out: number[] = [];
packAttackTroopDeltas(
[attack(10, "a", false)],
[attack(5, "a", true)],
7,
0,
out,
);
expect(out).toEqual([]);
});
it("emits nothing for identical references or missing arrays", () => {
const out: number[] = [];
const arr = [attack(10)];
packAttackTroopDeltas(arr, arr, 7, 0, out);
packAttackTroopDeltas(undefined, arr, 7, 0, out);
packAttackTroopDeltas(arr, undefined, 7, 0, out);
expect(out).toEqual([]);
});
});
describe("applyStateUpdate", () => {
it("applies every field from a full update", () => {
const target = makePlayerState();
@@ -276,18 +363,10 @@ describe("applyStateUpdate", () => {
describe("diff + apply round-trip", () => {
it("emitting full first + diff second reconstructs final state", () => {
const v0 = makePlayerUpdate({
gold: 0n,
troops: 100,
tilesOwned: 0,
allies: [],
});
const v1 = makePlayerUpdate({
gold: 200n,
troops: 150,
tilesOwned: 5,
allies: [2],
});
// tilesOwned/gold/troops round-trip via packedPlayerUpdates instead
// (covered in tests/client/view/GameView.test.ts).
const v0 = makePlayerUpdate({ betrayals: 0, allies: [] });
const v1 = makePlayerUpdate({ betrayals: 2, allies: [2] });
// Initial state: receiver applies the full update.
const target = makePlayerState();
@@ -298,9 +377,7 @@ describe("diff + apply round-trip", () => {
expect(diff).not.toBeNull();
applyStateUpdate(target, diff);
expect(target.gold).toBe(200);
expect(target.troops).toBe(150);
expect(target.tilesOwned).toBe(5);
expect(target.betrayals).toBe(2);
expect(target.allies).toEqual([2]);
});
+155
View File
@@ -0,0 +1,155 @@
/**
* The workermain tick payload: per-tick numeric stat churn travels on the
* transferable `packedPlayerUpdates` quad buffer (drained from GameImpl),
* and `playerNameViewData` is attached only on ticks where the worker
* recomputed name placements. See GameUpdateViewData in GameUpdates.ts.
*/
import { Executor } from "../src/core/execution/ExecutionManager";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import {
GameUpdateType,
GameUpdateViewData,
} from "../src/core/game/GameUpdates";
import { GameRunner } from "../src/core/GameRunner";
import { setup } from "./util/Setup";
const gameID = "game_id";
describe("packedPlayerUpdates (GameImpl drain)", () => {
let game: Game;
let alice: Player;
beforeEach(async () => {
game = await setup("plains", {});
const aliceInfo = new PlayerInfo(
"alice",
PlayerType.Human,
"alice_client",
"alice_id",
);
game.addPlayer(aliceInfo);
game.addExecution(new SpawnExecution(gameID, aliceInfo, game.ref(10, 10)));
game.executeNextTick();
game.executeNextTick();
alice = game.player("alice_id");
game.drainPackedPlayerUpdates(); // discard spawn-time churn
});
test("a stat change is drained as a [smallID, tiles, gold, troops] quad", () => {
alice.addGold(500n);
game.executeNextTick();
const packed = game.drainPackedPlayerUpdates();
expect(packed).not.toBeNull();
// Find alice's quad (other players may have churned too).
let quad: number[] | undefined;
for (let i = 0; i + 3 < packed!.length; i += 4) {
if (packed![i] === alice.smallID()) {
quad = Array.from(packed!.subarray(i, i + 4));
}
}
expect(quad).toEqual([
alice.smallID(),
alice.numTilesOwned(),
Number(alice.gold()),
alice.troops(),
]);
});
test("drain returns null when no stats changed and resets between drains", () => {
alice.addGold(500n);
game.executeNextTick();
expect(game.drainPackedPlayerUpdates()).not.toBeNull();
// Drained — a second drain without a tick has nothing.
expect(game.drainPackedPlayerUpdates()).toBeNull();
});
});
describe("GameRunner payload cadence", () => {
let game: Game;
let byTick: Map<number, GameUpdateViewData>;
let tick: () => void;
beforeEach(async () => {
game = await setup(
"plains",
{},
[],
undefined,
undefined,
false, // keep the spawn phase under the test's control
);
const aliceInfo = new PlayerInfo(
"alice",
PlayerType.Human,
"alice_client",
"alice_id",
);
game.addPlayer(aliceInfo);
game.addExecution(new SpawnExecution(gameID, aliceInfo, game.ref(10, 10)));
byTick = new Map();
const runner = new GameRunner(
game,
new Executor(game, gameID, "alice_client"),
(gu) => {
if (!("errMsg" in gu)) byTick.set(gu.tick, gu);
},
);
// No runner.init(): no SpawnTimerExecution — the game stays in the spawn
// phase until the test ends it manually.
let turn = 0;
tick = () => {
runner.addTurn({ turnNumber: turn++, intents: [] });
runner.executeNextTick();
};
});
test("playerNameViewData is attached only on placement-rebuild ticks", () => {
tick(); // 1
tick(); // 2
game.endSpawnPhase();
for (let t = 3; t <= 61; t++) tick();
// ticks < 3 always rebuild; every 30th tick rebuilds; everything else
// omits the record. (The in-tick spawn-end rebuild also sets the flag,
// but ending the spawn phase between ticks doesn't exercise it here.)
expect(byTick.get(1)!.playerNameViewData).toBeDefined();
expect(byTick.get(2)!.playerNameViewData).toBeDefined();
expect(byTick.get(4)!.playerNameViewData).toBeUndefined();
expect(byTick.get(29)!.playerNameViewData).toBeUndefined();
expect(byTick.get(30)!.playerNameViewData).toBeDefined();
expect(byTick.get(31)!.playerNameViewData).toBeUndefined();
expect(byTick.get(60)!.playerNameViewData).toBeDefined();
});
test("stat churn arrives as packedPlayerUpdates quads on the view data", () => {
tick(); // 1
tick(); // 2
game.endSpawnPhase();
tick(); // 3 — flush spawn churn
const alice = game.player("alice_id");
alice.addGold(500n);
tick(); // 4
const gu = byTick.get(game.ticks())!;
const packed = gu.packedPlayerUpdates;
expect(packed).toBeDefined();
expect(packed!.length % 4).toBe(0);
let quad: number[] | undefined;
for (let i = 0; i + 3 < packed!.length; i += 4) {
if (packed![i] === alice.smallID()) {
quad = Array.from(packed!.subarray(i, i + 4));
}
}
expect(quad).toEqual([
alice.smallID(),
alice.numTilesOwned(),
Number(alice.gold()),
alice.troops(),
]);
// And the object channel no longer carries the stat fields: alice must
// not appear in this tick's PlayerUpdates for a gold-only change.
const playerUpdates = gu.updates[GameUpdateType.Player];
expect(playerUpdates.find((u) => u.id === "alice_id")).toBeUndefined();
});
});
+70 -8
View File
@@ -72,10 +72,10 @@ describe("Player update diffing (toUpdate)", () => {
test("primitive changes appear in the diff without unchanged collections", () => {
alice.toUpdate();
alice.addGold(123n);
alice.markTraitor();
const diff = alice.toUpdate();
expect(diff).not.toBeNull();
expect(diff!.gold).toBe(alice.gold());
expect(diff!.isTraitor).toBe(true);
// Unchanged collection fields must be absent from the diff.
expect(diff!.allies).toBeUndefined();
expect(diff!.embargoes).toBeUndefined();
@@ -83,6 +83,52 @@ describe("Player update diffing (toUpdate)", () => {
expect(diff!.alliances).toBeUndefined();
});
test("stat churn (gold/troops/tilesOwned) travels via statsOut, not the diff", () => {
const statsOut: number[] = [];
alice.toUpdate(statsOut);
statsOut.length = 0;
alice.addGold(123n);
const diff = alice.toUpdate(statsOut);
// No object diff — gold alone must not put the player on the object
// channel (that's the whole point of the packed stats channel).
expect(diff).toBeNull();
expect(statsOut).toEqual([
alice.smallID(),
alice.numTilesOwned(),
Number(alice.gold()),
alice.troops(),
]);
// Nothing changed → no quad, no diff.
statsOut.length = 0;
expect(alice.toUpdate(statsOut)).toBeNull();
expect(statsOut).toEqual([]);
// A non-stat change produces an object diff but no quad.
alice.markTraitor();
expect(alice.toUpdate(statsOut)).not.toBeNull();
expect(statsOut).toEqual([]);
});
test("first emission carries the stats in the full snapshot, not statsOut", () => {
const info = new PlayerInfo(
"dora",
PlayerType.Human,
"dora_client",
"dora_id",
);
game.addPlayer(info);
const dora = game.player("dora_id");
const statsOut: number[] = [];
const full = dora.toUpdate(statsOut);
expect(full).not.toBeNull();
expect(full!.gold).toBe(dora.gold());
expect(full!.troops).toBe(dora.troops());
expect(full!.tilesOwned).toBe(dora.numTilesOwned());
expect(statsOut).toEqual([]);
});
test("adding and removing an embargo shows up in consecutive diffs", () => {
alice.toUpdate();
alice.addEmbargo(bob, false);
@@ -156,17 +202,33 @@ describe("Player update diffing (toUpdate)", () => {
alice.smallID(),
);
// As the attack progresses, troop counts change and must keep flowing
// through subsequent diffs.
// As the attack progresses, troop counts change — but attack arrays are
// NOT resent for troop-only changes. Troops flow as packed
// [ownerSmallID, direction, index, troops] quads instead.
game.drainPackedAttackUpdates(); // discard quads from earlier ticks
const nextUpdates = game.executeNextTick();
const nextPlayerUpdates = nextUpdates[
GameUpdateType.Player
] as PlayerUpdate[];
const next = nextPlayerUpdates.find((u) => u.id === "alice_id");
expect(next).toBeDefined();
expect(
next!.outgoingAttacks!.some((a) => a.targetID === bob.smallID()),
).toBe(true);
if (next !== undefined) {
// Alice may appear for other field changes, but not for attack arrays.
expect(next.outgoingAttacks).toBeUndefined();
}
const packed = game.drainPackedAttackUpdates();
expect(packed).not.toBeNull();
// Find alice's outgoing quads and check one matches her current attack.
const aliceQuads: number[][] = [];
for (let i = 0; i + 3 < packed!.length; i += 4) {
if (packed![i] === alice.smallID() && packed![i + 1] === 0) {
aliceQuads.push(Array.from(packed!.subarray(i, i + 4)));
}
}
expect(aliceQuads.length).toBeGreaterThan(0);
const aliceAttacks = alice.outgoingAttacks();
for (const [, , index, troops] of aliceQuads) {
expect(troops).toBe(aliceAttacks[index].troops());
}
});
test("in-worker mutation of shared empty collections fails loudly", () => {
+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();
+6
View File
@@ -424,6 +424,12 @@ async function main(): Promise<void> {
if (gu.packedMotionPlans) {
transfers.push(gu.packedMotionPlans.buffer);
}
if (gu.packedPlayerUpdates) {
transfers.push(gu.packedPlayerUpdates.buffer);
}
if (gu.packedAttackUpdates) {
transfers.push(gu.packedAttackUpdates.buffer);
}
start = performance.now();
const cloned = structuredClone(gu, { transfer: transfers });
const cloneMs = performance.now() - start;
+3 -1
View File
@@ -204,7 +204,9 @@ export function makeEmptyGu(
tick,
updates,
packedTileUpdates: new Uint32Array(0),
playerNameViewData: {},
// playerNameViewData deliberately absent — production omits it on every
// tick between placement rebuilds, so the stub default must exercise the
// absent path. Tests that need placements set it explicitly.
...overrides,
};
}