Packed unit updates / MotionPlans (#3292)

## Description:

Reduce per-step `Unit` update traffic by shipping packed motion plans
and letting the client advance plan-driven units locally.

Changes:
- Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to
game updates and transfer the buffer worker -> main.
- Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for
grid + train motion plans.
- Extend `Game` with `recordMotionPlan(...)` and
`drainPackedMotionPlans()`, and implement buffering/packing in
`GameImpl`.
- Treat units with motion plans as “plan-driven”: suppress per-tile
`Unit` updates on `move()` and advance positions client-side.
- Emit motion plans from executions:
- `TradeShipExecution`: record/update grid motion plans and `touch()`
when changing target after capture.
- `TransportShipExecution`: record initial plan and update it when
destination changes.
  - `TrainExecution`: record a train plan on init (engine + cars).
- Client: apply motion plans in `GameView` and ensure `UnitLayer`
updates sprites for motion-planned units even when no `Unit` updates
arrived.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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 05:54:42 +01:00
committed by GitHub
parent 1cafc6bc25
commit c911bfb2d8
15 changed files with 726 additions and 28 deletions
+20 -4
View File
@@ -65,11 +65,27 @@ export class UnitLayer implements Layer {
}
tick() {
const unitIds = this.game
.updatesSinceLastTick()
?.[GameUpdateType.Unit]?.map((unit) => unit.id);
const updatedUnitIds =
this.game
.updatesSinceLastTick()
?.[GameUpdateType.Unit]?.map((unit) => unit.id) ?? [];
this.updateUnitsSprites(unitIds ?? []);
const motionPlanUnitIds = this.game.motionPlannedUnitIds();
if (updatedUnitIds.length === 0) {
this.updateUnitsSprites(motionPlanUnitIds);
return;
}
if (motionPlanUnitIds.length === 0) {
this.updateUnitsSprites(updatedUnitIds);
return;
}
const unitIds = new Set<number>(updatedUnitIds);
for (const id of motionPlanUnitIds) {
unitIds.add(id);
}
this.updateUnitsSprites(Array.from(unitIds));
}
init() {