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bca980f572
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>
254 lines
8.9 KiB
TypeScript
254 lines
8.9 KiB
TypeScript
import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { GameUpdateType, PlayerUpdate } from "../src/core/game/GameUpdates";
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import { GameID } from "../src/core/Schemas";
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import { setup } from "./util/Setup";
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let game: Game;
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const gameID: GameID = "game_id";
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let alice: Player;
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let bob: Player;
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describe("Player update diffing (toUpdate)", () => {
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beforeEach(async () => {
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game = await setup("plains", { infiniteTroops: true });
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const aliceInfo = new PlayerInfo(
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"alice",
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PlayerType.Human,
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"alice_client",
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"alice_id",
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);
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const bobInfo = new PlayerInfo(
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"bob",
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PlayerType.Human,
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"bob_client",
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"bob_id",
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);
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game.addPlayer(aliceInfo);
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game.addPlayer(bobInfo);
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game.addExecution(
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new SpawnExecution(gameID, aliceInfo, game.ref(10, 10)),
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new SpawnExecution(gameID, bobInfo, game.ref(16, 10)),
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);
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game.executeNextTick();
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game.executeNextTick();
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alice = game.player("alice_id");
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bob = game.player("bob_id");
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});
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test("first toUpdate returns a full snapshot with empty collections", () => {
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// executeNextTick calls toUpdate() for every player, so use a freshly
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// added player whose update has never been built.
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const charlieInfo = new PlayerInfo(
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"charlie",
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PlayerType.Human,
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"charlie_client",
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"charlie_id",
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);
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game.addPlayer(charlieInfo);
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const charlie = game.player("charlie_id");
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const full = charlie.toUpdate();
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expect(full).not.toBeNull();
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expect(full!.id).toBe("charlie_id");
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expect(full!.name).toBe("charlie");
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expect(full!.smallID).toBe(charlie.smallID());
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expect(full!.allies).toEqual([]);
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expect(full!.targets).toEqual([]);
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expect(full!.embargoes).toEqual(new Set());
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expect(full!.outgoingAttacks).toEqual([]);
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expect(full!.incomingAttacks).toEqual([]);
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expect(full!.outgoingAllianceRequests).toEqual([]);
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expect(full!.alliances).toEqual([]);
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expect(full!.outgoingEmojis).toEqual([]);
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});
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test("toUpdate returns null when nothing changed", () => {
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alice.toUpdate(); // first full snapshot
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expect(alice.toUpdate()).toBeNull();
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expect(alice.toUpdate()).toBeNull();
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});
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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.markTraitor();
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const diff = alice.toUpdate();
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expect(diff).not.toBeNull();
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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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expect(diff!.outgoingAttacks).toBeUndefined();
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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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let diff = alice.toUpdate();
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expect(diff).not.toBeNull();
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expect(diff!.embargoes).toEqual(new Set(["bob_id"]));
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expect(alice.toUpdate()).toBeNull(); // stable until something changes
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alice.stopEmbargo(bob);
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diff = alice.toUpdate();
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expect(diff).not.toBeNull();
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expect(diff!.embargoes).toEqual(new Set());
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});
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test("an alliance shows up in allies and alliance views", () => {
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alice.toUpdate();
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bob.toUpdate();
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const request = alice.createAllianceRequest(bob);
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expect(request).not.toBeNull();
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request!.accept();
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const aliceDiff = alice.toUpdate();
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expect(aliceDiff).not.toBeNull();
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expect(aliceDiff!.allies).toEqual([bob.smallID()]);
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expect(aliceDiff!.alliances).toHaveLength(1);
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expect(aliceDiff!.alliances![0].other).toBe("bob_id");
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const bobDiff = bob.toUpdate();
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expect(bobDiff).not.toBeNull();
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expect(bobDiff!.allies).toEqual([alice.smallID()]);
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});
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test("targeting a player appears in the diff", () => {
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alice.toUpdate();
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alice.target(bob);
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const diff = alice.toUpdate();
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expect(diff).not.toBeNull();
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expect(diff!.targets).toEqual([bob.smallID()]);
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});
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test("attacks appear for attacker and defender through the tick pipeline", () => {
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// Expand alice into terra nullius until she borders bob — a land attack
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// on a non-adjacent player retreats immediately.
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game.addExecution(
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new AttackExecution(2000, alice, game.terraNullius().id()),
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);
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for (let i = 0; i < 30 && !alice.sharesBorderWith(bob); i++) {
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game.executeNextTick();
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}
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expect(alice.sharesBorderWith(bob)).toBe(true);
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game.addExecution(new AttackExecution(5000, alice, bob.id()));
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// executeNextTick integrates toUpdate(), so read the emitted updates.
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const updates = game.executeNextTick(); // attack initializes
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const playerUpdates = updates[GameUpdateType.Player] as PlayerUpdate[];
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const attackerUpdate = playerUpdates.find((u) => u.id === "alice_id");
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expect(attackerUpdate).toBeDefined();
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// The terra nullius expansion attack may still be running; assert on the
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// attack against bob specifically.
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const bobAttack = attackerUpdate!.outgoingAttacks!.find(
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(a) => a.targetID === bob.smallID(),
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);
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expect(bobAttack).toBeDefined();
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const defenderUpdate = playerUpdates.find((u) => u.id === "bob_id");
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expect(defenderUpdate).toBeDefined();
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expect(defenderUpdate!.incomingAttacks).toHaveLength(1);
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expect(defenderUpdate!.incomingAttacks![0].attackerID).toBe(
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alice.smallID(),
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);
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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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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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const charlieInfo = new PlayerInfo(
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"charlie2",
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PlayerType.Human,
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"charlie2_client",
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"charlie2_id",
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);
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game.addPlayer(charlieInfo);
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const full = game.player("charlie2_id").toUpdate()!;
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// Empty collections are shared frozen singletons; a sloppy in-worker
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// consumer must throw instead of silently corrupting every player's
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// updates. (Updates crossing to the main thread are structured-cloned,
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// so real consumers get mutable copies.)
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expect(() => full.allies!.push(999)).toThrow();
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expect(() => full.outgoingAttacks!.pop()).toThrow();
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// And other players see no spurious changes.
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expect(bob.toUpdate()).toBeNull();
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});
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});
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