mirror of
https://github.com/openfrontio/OpenFrontIO.git
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8da2291a49
## Summary Adds a full-game performance harness under `tests/perf/fullgame/` that runs the **real simulation pipeline** headlessly — `GameRunner` + `Executor` with the real `Config`, nations from the map manifest, and bots on a production map from `resources/maps/` — for a configurable number of ticks, then reports where the time goes. ```bash npm run perf:game # world, 400 bots, 1800 ticks npm run perf:game -- --map giantworldmap --ticks 3600 npm run perf:game -- --no-exec-profile # purest CPU profile (no timing wrappers) ``` ## What it reports 1. **Per-tick wall time** — mean / p50 / p95 / p99 / max, count of ticks over the 100ms budget, and the slowest ticks by tick number. 2. **Time per Execution class** — every `Execution`'s `init()`/`tick()` is timed and aggregated by class name (`AttackExecution`, `NationExecution`, …). 3. **Top functions by self time** — via the V8 sampling profiler (`node:inspector`), so no instrumentation skew. Also writes a `.cpuprofile` to `tests/perf/output/` (gitignored) that opens in Chrome DevTools as a flame graph. ## Determinism The run is fully deterministic for a given `--seed`/`--map`/`--bots` (verified: identical final hashes across runs), and the final game-state hash is printed — so an optimization can be checked to not change simulation behavior. ## Sample output (world, 400 bots, 1800 ticks) ``` --- Per-tick wall time (game phase) --- mean 9.04ms | p50 7.90ms | p95 17.1ms | p99 21.5ms | max 31.7ms Over 100ms budget: 0 / 1800 ticks --- Time by Execution class --- execution total ms % tick ms init ms ticks instances AttackExecution 6568 48.8 6288 280 212536 4200 PlayerExecution 2832 21.0 2832 0.36 492049 472 NationExecution 2508 18.6 2508 0.23 144654 72 TransportShipExecution 703 5.2 96.0 607 30440 257 ... --- Top functions by self time (V8 sampling profiler) --- self ms % function location 1065 6.5 forEachNeighborWithDiag src/core/game/GameImpl.ts 979 6.0 conquer src/core/game/GameImpl.ts 948 5.8 (anonymous) src/core/execution/AttackExecution.ts 595 3.6 toFullUpdate src/core/game/PlayerImpl.ts ... ``` The harness lives in a subdirectory so the existing `npm run perf` micro-benchmark runner (which globs `tests/perf/*.ts`) doesn't pick it up. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
393 lines
12 KiB
TypeScript
393 lines
12 KiB
TypeScript
/**
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* Full-game performance harness for src/core.
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*
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* Runs the real simulation pipeline (GameRunner + Executor + real Config,
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* nations from the map manifest, bots) headlessly on a production map for a
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* configurable number of ticks, then reports:
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*
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* 1. Per-tick wall-time stats (mean/p50/p95/p99/max, ticks over budget)
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* 2. Time per Execution class (AttackExecution, NationExecution, ...)
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* 3. Top functions by self time from the V8 sampling profiler, plus a
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* .cpuprofile loadable in Chrome DevTools (Performance tab) as a
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* flame graph.
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*
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* The run is deterministic for a given --seed/--map/--bots, and the final
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* game-state hash is printed so optimizations can be verified to not change
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* simulation behavior.
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*
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* Usage:
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* npm run perf:game -- [--map world] [--ticks 1800] [--bots 400]
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* [--seed perf-default] [--top 30]
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* [--no-cpu-profile] [--no-exec-profile]
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*/
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import fs from "fs";
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import path from "path";
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import { fileURLToPath } from "url";
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import { Config } from "../../../src/core/configuration/Config";
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import { Executor } from "../../../src/core/execution/ExecutionManager";
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import {
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Difficulty,
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GameMapSize,
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GameMapType,
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GameMode,
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GameType,
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} from "../../../src/core/game/Game";
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import { createGame } from "../../../src/core/game/GameImpl";
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import { GameUpdateType, HashUpdate } from "../../../src/core/game/GameUpdates";
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import { createNationsForGame } from "../../../src/core/game/NationCreation";
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import { loadTerrainMap } from "../../../src/core/game/TerrainMapLoader";
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import { GameRunner } from "../../../src/core/GameRunner";
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import { PseudoRandom } from "../../../src/core/PseudoRandom";
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import { GameConfig, GameStartInfo } from "../../../src/core/Schemas";
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import { simpleHash } from "../../../src/core/Util";
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import { NodeGameMapLoader } from "./NodeGameMapLoader";
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import {
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CpuProfiler,
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ExecutionProfiler,
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summarizeCpuProfile,
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TickStats,
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} from "./Profiler";
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const PROJECT_ROOT = path.resolve(
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path.dirname(fileURLToPath(import.meta.url)),
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"../../..",
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);
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const MAX_SPAWN_TURNS = 1000;
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// ── CLI ──
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interface Options {
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map: GameMapType;
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ticks: number;
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bots: number;
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nations: "default" | "disabled" | number;
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seed: string;
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top: number;
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cpuProfile: boolean;
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execProfile: boolean;
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}
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function resolveMap(name: string): GameMapType {
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const key = Object.keys(GameMapType).find(
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(k) => k.toLowerCase() === name.toLowerCase(),
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);
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if (key === undefined) {
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const available = Object.keys(GameMapType)
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.map((k) => k.toLowerCase())
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.join(", ");
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throw new Error(`unknown map "${name}". Available: ${available}`);
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}
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return GameMapType[key as keyof typeof GameMapType];
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}
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function parseArgs(argv: string[]): Options {
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const opts: Options = {
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map: GameMapType.World,
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ticks: 1800,
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bots: 400,
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nations: "default",
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seed: "perf-default",
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top: 30,
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cpuProfile: true,
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execProfile: true,
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};
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for (let i = 0; i < argv.length; i++) {
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const arg = argv[i];
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const next = () => {
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const v = argv[++i];
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if (v === undefined) throw new Error(`missing value for ${arg}`);
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return v;
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};
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switch (arg) {
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case "--map":
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opts.map = resolveMap(next());
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break;
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case "--ticks":
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opts.ticks = parseInt(next(), 10);
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break;
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case "--bots":
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opts.bots = parseInt(next(), 10);
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break;
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case "--nations": {
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const v = next();
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opts.nations =
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v === "default" || v === "disabled" ? v : parseInt(v, 10);
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break;
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}
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case "--seed":
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opts.seed = next();
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break;
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case "--top":
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opts.top = parseInt(next(), 10);
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break;
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case "--no-cpu-profile":
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opts.cpuProfile = false;
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break;
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case "--no-exec-profile":
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opts.execProfile = false;
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break;
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default:
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throw new Error(`unknown argument: ${arg}`);
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}
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}
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return opts;
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}
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// ── Report formatting ──
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function fmtMs(ms: number): string {
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return ms >= 100 ? ms.toFixed(0) : ms >= 10 ? ms.toFixed(1) : ms.toFixed(2);
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}
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function table(headers: string[], rows: string[][]): string {
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const widths = headers.map((h, c) =>
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Math.max(h.length, ...rows.map((r) => r[c].length)),
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);
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const line = (cells: string[]) =>
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cells.map((cell, c) => cell.padEnd(widths[c])).join(" ");
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return [line(headers), line(widths.map((w) => "-".repeat(w)))]
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.concat(rows.map(line))
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.join("\n");
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}
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// ── Main ──
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async function main(): Promise<void> {
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const opts = parseArgs(process.argv.slice(2));
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console.debug = () => {}; // silence per-tick debug logging
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const gameConfig: GameConfig = {
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gameMap: opts.map,
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gameMapSize: GameMapSize.Normal,
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gameMode: GameMode.FFA,
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gameType: GameType.Public,
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difficulty: Difficulty.Medium,
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nations: opts.nations,
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donateGold: false,
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donateTroops: false,
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bots: opts.bots,
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infiniteGold: false,
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infiniteTroops: false,
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instantBuild: false,
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randomSpawn: false,
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};
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const gameStart: GameStartInfo = {
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gameID: opts.seed,
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lobbyCreatedAt: 0,
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config: gameConfig,
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players: [],
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};
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console.log(
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`Loading map "${opts.map}" (bots=${opts.bots}, nations=${opts.nations}, ` +
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`seed=${opts.seed}, ticks=${opts.ticks})...`,
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);
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// Mirrors createGameRunner(), but assembled by hand so the execution
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// profiler can be attached before GameRunner.init() adds the initial
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// executions (nations, bots, spawn timer, win check).
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const config = new Config(gameConfig, null, false);
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const mapLoader = new NodeGameMapLoader(
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path.join(PROJECT_ROOT, "resources/maps"),
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);
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const terrain = await loadTerrainMap(
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gameConfig.gameMap,
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gameConfig.gameMapSize,
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mapLoader,
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);
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const random = new PseudoRandom(simpleHash(gameStart.gameID));
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const nations = createNationsForGame(
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gameStart,
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terrain.nations,
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terrain.additionalNations,
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0,
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random,
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);
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const game = createGame(
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[],
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nations,
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terrain.gameMap,
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terrain.miniGameMap,
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config,
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terrain.teamGameSpawnAreas,
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);
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const execProfiler = new ExecutionProfiler();
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if (opts.execProfile) {
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execProfiler.attach(game);
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}
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let lastHash: HashUpdate | undefined;
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let fatalError: string | undefined;
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const runner = new GameRunner(
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game,
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new Executor(game, gameStart.gameID, undefined),
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(gu) => {
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if ("errMsg" in gu) {
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fatalError = `${gu.errMsg}\n${gu.stack ?? ""}`;
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return;
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}
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const hashes = gu.updates[GameUpdateType.Hash] as HashUpdate[];
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if (hashes.length > 0) {
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lastHash = hashes[hashes.length - 1];
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}
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},
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);
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runner.init();
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let turnNumber = 0;
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const runTick = (stats: TickStats): boolean => {
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runner.addTurn({ turnNumber: turnNumber++, intents: [] });
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const tick = game.ticks();
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const start = performance.now();
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const ok = runner.executeNextTick();
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stats.record(tick, performance.now() - start);
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return ok && fatalError === undefined;
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};
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// Spawn phase (SpawnTimerExecution ends it after config.numSpawnPhaseTurns).
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const spawnStats = new TickStats();
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const spawnStart = performance.now();
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while (game.inSpawnPhase()) {
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if (turnNumber >= MAX_SPAWN_TURNS) {
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throw new Error(`spawn phase did not end after ${MAX_SPAWN_TURNS} turns`);
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}
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if (!runTick(spawnStats)) {
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throw new Error(`game errored during spawn phase:\n${fatalError}`);
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}
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}
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const spawnTurns = turnNumber;
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console.log(
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`Spawn phase done: ${spawnTurns} turns in ` +
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`${fmtMs(performance.now() - spawnStart)}ms, ` +
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`${game.players().filter((p) => p.isAlive()).length} players spawned.`,
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);
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// Main game phase, under the CPU profiler.
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const cpuProfiler = opts.cpuProfile ? new CpuProfiler() : null;
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if (cpuProfiler) {
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await cpuProfiler.start();
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}
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const gameStats = new TickStats();
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const gameStart_ = performance.now();
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let heapPeak = 0;
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for (let i = 0; i < opts.ticks; i++) {
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if (!runTick(gameStats)) {
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console.error(`game errored at tick ${game.ticks()}:\n${fatalError}`);
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process.exitCode = 1;
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break;
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}
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if (i % 50 === 0) {
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heapPeak = Math.max(heapPeak, process.memoryUsage().heapUsed);
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}
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}
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const gamePhaseMs = performance.now() - gameStart_;
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const profile = cpuProfiler ? await cpuProfiler.stop() : null;
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// ── Report ──
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const budgetMs = config.msPerTick();
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const summary = gameStats.summarize(budgetMs);
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const alive = game.players().filter((p) => p.isAlive());
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console.log(`\n${"=".repeat(72)}`);
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console.log(`Full game perf: ${opts.map}, ${summary.count} game ticks`);
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console.log("=".repeat(72));
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console.log(`\n--- Game state at end ---`);
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console.log(`Ticks executed: ${game.ticks()} (${spawnTurns} spawn)`);
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console.log(`Players alive: ${alive.length} / ${game.players().length}`);
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console.log(`Units: ${game.units().length}`);
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console.log(
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`Final hash: ${lastHash ? `${lastHash.hash} (tick ${lastHash.tick})` : "n/a"}`,
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);
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console.log(`Peak heap: ${(heapPeak / 1024 / 1024).toFixed(0)} MB`);
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console.log(`\n--- Per-tick wall time (game phase) ---`);
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console.log(
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`Total: ${fmtMs(summary.totalMs)}ms sim time over ${fmtMs(gamePhaseMs)}ms ` +
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`wall (${(summary.count / (gamePhaseMs / 1000)).toFixed(0)} ticks/sec)`,
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);
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console.log(
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`mean ${fmtMs(summary.meanMs)}ms | p50 ${fmtMs(summary.p50Ms)}ms | ` +
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`p95 ${fmtMs(summary.p95Ms)}ms | p99 ${fmtMs(summary.p99Ms)}ms | ` +
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`max ${fmtMs(summary.maxMs)}ms`,
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);
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console.log(
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`Over ${budgetMs}ms budget: ${summary.overBudget} / ${summary.count} ticks`,
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);
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console.log(
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`Slowest ticks: ` +
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summary.slowest.map((s) => `#${s.tick} (${fmtMs(s.ms)}ms)`).join(", "),
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);
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if (opts.execProfile) {
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console.log(`\n--- Time by Execution class ---`);
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const rows = execProfiler.report();
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const grandTotal = rows.reduce((a, r) => a + r.totalMs, 0);
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console.log(
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table(
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[
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"execution",
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"total ms",
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"%",
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"tick ms",
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"init ms",
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"ticks",
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"instances",
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],
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rows
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.slice(0, opts.top)
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.map((r) => [
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r.name,
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fmtMs(r.totalMs),
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((r.totalMs * 100) / grandTotal).toFixed(1),
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fmtMs(r.tickMs),
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fmtMs(r.initMs),
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String(r.tickCalls),
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String(r.instances),
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]),
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),
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);
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console.log(
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`(execution total ${fmtMs(grandTotal)}ms, includes spawn phase; ` +
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`remainder of tick time is player updates, hashing, and tile updates)`,
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);
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}
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if (profile) {
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console.log(`\n--- Top functions by self time (V8 sampling profiler) ---`);
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const fns = summarizeCpuProfile(profile, PROJECT_ROOT);
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console.log(
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table(
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["self ms", "%", "function", "location"],
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fns
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.slice(0, opts.top)
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.map((f) => [
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fmtMs(f.selfMs),
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f.selfPct.toFixed(1),
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f.functionName,
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f.location,
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]),
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),
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);
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const outDir = path.join(PROJECT_ROOT, "tests/perf/output");
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fs.mkdirSync(outDir, { recursive: true });
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const outFile = path.join(
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outDir,
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`fullgame-${opts.map.replace(/\W+/g, "_")}-${opts.seed}.cpuprofile`,
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);
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fs.writeFileSync(outFile, JSON.stringify(profile));
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console.log(
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`\nCPU profile written to ${path.relative(PROJECT_ROOT, outFile)}` +
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` (open in Chrome DevTools > Performance for a flame graph)`,
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);
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}
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}
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main().catch((err) => {
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console.error(err);
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process.exit(1);
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});
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