Commit Graph

4 Commits

Author SHA1 Message Date
Evan 22c873cf55 perf(client): tick-dispatch timing harness + main-thread tick optimizations (late-game p95 −65%) (#4512)
## Problem

Every 100 ms the main thread's worker `onmessage` callback processes a
full game tick (`gameView.update` → `webglBuilder.update` →
`renderer.tick`). At 60 fps this competes with the 16.7 ms frame budget,
and on the Giant World Map it takes several ms — frame drops on low-end
hardware.

## Harness (`npm run perf:client-tick`)

Headless-Chromium harness that times every worker→main `game_update`
dispatch on the main thread, with structured-clone deserialization
measured separately from the handler body (via a
`Worker.prototype.addEventListener` wrapper installed as a page init
script — no product-code changes). It reports windowed distributions,
captures `.cpuprofile` files at chosen ticks, writes raw samples and an
end-of-run screenshot. `AnalyzeCpuProfile.ts` breaks a profile down by
inclusive time under the dispatch subtree.

Init scripts are passed as **strings**: tsx compiles function-form init
scripts with esbuild `keepNames`, whose injected `__name` helper doesn't
exist in-page and silently kills the game worker setup.

## Baseline (Giant World Map, 400 bots, headless)

Dispatch handler ms — cost **grows with game progression**:

| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.22 | 2.20 | 3.40 | 5.00 |
| tick 1506 | 2.60 | 2.00 | 7.00 | 10.40 |
| tick 2000 | 2.67 | 1.90 | **8.70** | **12.70** |

Deserialization is negligible (0.12 ms mean). CPU profiles attributed
the growing tail to the leaderboard's once-per-second refresh: its
Max-troops column calls `config().maxTroops(p)` for **all ~508
players**, and `PlayerView.units()` scanned **every unit in the game**
per call — O(players × units), growing as units accumulate.

## Round 1 — algorithmic fixes

- **GameView**: new `unitsOwnedBy(smallID)` — an active-units-by-owner
index built lazily at most once per tick. `PlayerView.units()` reads its
own units from it: O(own units) instead of O(all units). Also speeds up
unit display, player panel, and buildables queries.
- **NamePass.updateNames**: reads player state directly from the
caller's map by smallID instead of rebuilding three lookup maps per
tick; skips the slot-assignment sweep once every player has a slot.

After (same map, same spawn tile):

| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.12 | 2.00 | 3.10 | 5.20 |
| tick 1506 | 1.86 | 1.80 | 2.90 | 4.30 |
| tick 2000 | 1.74 | 1.60 | **2.40** | **4.70** |

Late-game p95 −65% (8.7 → 2.4 ms), worst dispatch −63% (12.7 → 4.7 ms),
and per-dispatch cost no longer grows with game progression. The
leaderboard disappeared from the dispatch profile entirely.

## Round 2 — allocation churn + time slicing

Aimed at GC pauses and low-end CPUs; measures flat vs round 1 on a fast
machine, as expected:

- **`FrameData.changedTiles`** is now the plain tile-ref array GameView
already builds instead of a per-tile `{ref, state}` object copy — heavy
battle ticks allocated tens of thousands of objects per tick for a
`state` field that was always 0. `TilePair` removed; `TerritoryPass`
buckets refs synchronously, so the live reference is safe.
- **`UnitView.lastPos`** is only re-sliced when a move actually appended
a position — the unconditional `slice(-1)` allocated an identical
1-element array per unit per tick, including for structures that never
move.
- **`NamePass.updateNames`** refreshes slots round-robin, a quarter per
tick — the full per-player diff pass spreads over ~400 ms, under the
existing 500 ms troop-text cadence; positions lerp continuously. Unnamed
slots and snap passes (seeks) are always processed so nothing pops in
late. Dispatch share: 17% → 13%.

Not sliced on purpose: tile ingest and frame upload need a consistent
per-tick snapshot (stale `GameMap` reads would leak into hover queries,
minimap, attack targeting) — a correctness risk not worth ~1 ms while
the worst dispatch already fits in a quarter of the frame budget.

## Verification

- `npx tsc --noEmit`, eslint clean; full suite green (1929 tests)
- 6 new GameView tests cover the owner index (grouping, inactive
exclusion, ownership capture, death, type filtering, copy semantics);
changedTiles tests updated to the ref-array contract
- Headless end-of-run screenshots verified after each round: leaderboard
Max-troops values, map names + troop counts + flags all render correctly
(including with name slicing active)

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 13:46:02 -07:00
Evan 571f58440d perf(client): main-thread memory harness + drop three map-sized render buffers (-23%) (#4511)
## Summary

Follow-up to #4507, moving the memory-footprint campaign to the **main
thread** (client). Two parts: a headless browser measurement harness,
and a first optimization round that cuts the main-thread live heap on
Giant World Map by **23%** (166 → 128 MB at tick 2000).

## Part 1 — `npm run perf:client-mem`: headless main-thread memory
harness

Drives a real singleplayer game in headless Chromium and measures the
**page's isolate only** (the core sim worker is a separate CDP target):

- Starts its own vite dev server on a private port (default 9017) so it
always measures the current checkout.
- Double-forced-GC checkpoints every `--window` ticks: JS heap,
ArrayBuffer backing-store bytes (`Runtime.getHeapUsage`), DOM nodes,
listeners, ticks/s.
- `--snapshot-at <ticks>` writes V8 heap snapshots, analyzable with the
retainer/summary tools from #4507.
- Spoofs the unmasked WebGL renderer string via an init script so the
software-GL gate (#4324) admits SwiftShader — no game code touched;
rendering still runs software (hence the rAF throttle).
- End-of-run screenshot as a rendering sanity check.

Baseline (Giant World Map, 400 bots, 12,000 ticks): ~176 MB live, of
which ~116 MB is **static per-tile buffers** allocated up front for the
8M-tile map — flat during play, no leaks.

## Part 2 — drop three map-sized render-layer buffer copies

| Buffer | Before | After |
|---|---|---|
| `TrailPass.cpuTrailState` | 15.3 MB copy | **deleted** — dead code;
every upload entry point sets the live reference to TrailManager's array
|
| `RailroadPass.cpuRailroadState` | 15.3 MB across 2 arrays | references
`RailroadCache.railroadState` (stable identity, mutated in place) |
| `RailroadPass.cpuGhostRailState` | ↑ | sparse `Map<ref, value>`;
preview diffs applied as per-texel `texSubImage2D` writes (path-sized
work instead of a full 8 MB texture upload per build-preview mouse move)
|
| `TerrainPass` + `MapRenderer` terrain bytes | 7.6 MB (one buffer, two
retainers) | `terrainSource()` provider — re-bakes (theme change,
context restore) regenerate from the live game map, which already
reflects water-nuke conversions |

Tick-2000 snapshot comparison (giant world, 400 bots): **166.4 → 128.4
MB**.

## Verification

- `tsc --noEmit`, eslint, full test suite (1924 tests) pass.
- 2000-tick headless giant-world game after the change: no GL
pageerrors, end-of-run screenshot renders
terrain/territory/borders/names correctly, sim speed unchanged (~5
ticks/s headless).
- Ghost-rail ops flush before the zoom-fade early-return, so the op
queue can't grow while previewing at low zoom.
- WebGL context restore recreates all passes fresh and the owner
re-uploads state (existing `onContextRestored` path), consistent with
the new reference-based buffers.

Note: heap snapshots in `tests/perf/output/` are gitignored; the numbers
above are from runs recorded in the PR discussion.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 20:18:52 -07:00
Evan bca980f572 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>
2026-06-12 16:50:56 -07:00
Evan aa22339f96 Add a main-thread perf harness for the worker → client update pipeline (#4243)
## What

`npm run perf:client` — a headless harness (companion to `npm run
perf:game` from #4228) that measures the **main-thread burst** the
client runs every simulation tick. The sim ticks at 10Hz in a worker;
each tick the main thread synchronously runs deserialization →
`GameView.update()` → `WebGLFrameBuilder.update()` → HUD ticks. On
low-end devices that burst exceeds the 16.7ms frame budget and shows up
as a stutter every 100ms. Before optimizing that path, this gives us
numbers.

Per tick it runs the real pipeline end to end and times three stages:

- **clone** — `structuredClone` of the `GameUpdateViewData` with the
same transfer list `Worker.worker.ts` uses (serialize+deserialize, an
upper bound on the main-thread share of the real `postMessage`)
- **view** — the real client `GameView.update()`, including all
`populateFrame()` derivations
- **builder** — the real `WebGLFrameBuilder.update()` against a no-op GL
stub that counts payload sizes

It reports mean/p50/p95/p99/max per stage, slowest bursts with their
tile counts, payload stats, a filtered V8 CPU profile table, and writes
a `.cpuprofile`. Not covered (browser-only): CPU inside the WebGL view's
`update*()` methods and HUD layer ticks.

Same flags as `perf:game`: `--map --ticks --bots --nations --seed --top
--no-cpu-profile`.

## Determinism

- Prints the sim **Final hash**, which matches the `perf:game`
references on all three standard configs (world/200t/100b →
`5607618202213430`, default → `29309648281599524`, giantworldmap/600t →
`39945089450032050`) — the harness's worker side is faithful.
- Prints a **View hash** (FNV over the tile-state buffer, FrameData
deriveds, and per-player/unit view state) — verified stable across runs.
Client-side optimizations should keep it identical, the same workflow as
the sim hash.

## Baseline (this machine; low-end devices are ~5–20× slower)

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

| stage | mean | p50 | p95 | p99 | max |
|---|---|---|---|---|---|
| clone (serialize+deserialize) | 1.02ms | 0.96 | 1.53 | 2.11 | 9.15 |
| GameView.update | 0.62ms | 0.58 | 0.93 | 1.25 | 5.09 |
| WebGLFrameBuilder.update | 0.04ms | 0.04 | 0.05 | 0.07 | 0.17 |
| **TOTAL burst** | **1.67ms** | **1.60** | **2.46** | **3.47** |
**10.3** |

giantworldmap/600t: TOTAL mean 2.54ms, p99 5.65ms, max 6.42ms.

Notable: the clone is the largest stage (~60%) — the packed tile/motion
buffers transfer for free, so the cost is structured-cloning the
`updates` object (~278 partial player updates/tick on world, ~508 on
giantworldmap). Inside `view`, the recurring cost is `populateFrame`'s
derivations (`computePlayerStatus`, the O(players²) relation matrix,
alliance clusters); tile apply dominates the land-grab spikes.

## Code changes outside the harness

- `WebGLFrameBuilder`: the `./render/gl` import is now `import type` so
the module loads under Node — a value import pulls `GPURenderer` and its
`.glsl?raw` shader imports. No behavior change (the symbols were only
used in type positions).
- `tests/perf/client/Shims.ts`: an in-memory `localStorage` shim so
`UserSettings`/theme code runs under Node (all settings resolve to
defaults, which is also the deterministic choice).

## Verification

- Sim + view hashes identical on repeat runs.
- `npm test` (1474 tests), `eslint`, `prettier --check`, `tsc --noEmit`
all pass.

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

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 12:25:54 -07:00