Files
OpenFrontIO/tests/perf/MIRVPerf.ts
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.

Structure (packages/):
  core-public  public API/wire schemas + shared enums (clean leaf)
  shared       framework-agnostic helpers (clean leaf)
  engine       deterministic simulation (was src/core)
  client       rendering/UI (was src/client)
  server       coordination (was src/server)

Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.

- npm workspaces: root package.json workspaces + per-package package.json;
  tsconfig.base.json holds shared options + path aliases
  (core-public/* shared/* engine/* client/* server/*) resolved uniformly by
  tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
  ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
  (GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
  Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
  - renderNumber/renderTroops -> shared/format
  - NameBoxCalculator moved into engine
  - username validation returns translation key + params; client translates
  - applyStateUpdate moved to client (operates on the render-only PlayerState)
  - Config/UnitGrid/execution-Util/GameImpl now use structural read
    interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
    of importing client view classes; client imports view classes from a new
    client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
  (copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.

Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:51:03 +00:00

144 lines
4.0 KiB
TypeScript

import Benchmark from "benchmark";
import { dirname } from "path";
import { fileURLToPath } from "url";
import { MirvExecution } from "engine/execution/MIRVExecution";
import { PlayerInfo, PlayerType, UnitType } from "engine/game/Game";
import { setup } from "../util/Setup";
// Setup sparse territory scenario (small target area)
const sparseTerritoryGame = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
const sparsePlayer = sparseTerritoryGame.player("player_id");
function claimRow(y: number, length: number) {
for (let x = 0; x < 200; x++) {
for (let dy = y; dy < y + length; dy++) {
const tile = sparseTerritoryGame.ref(x, dy);
if (sparseTerritoryGame.map().isLand(tile)) {
sparsePlayer.conquer(tile);
}
}
}
}
claimRow(0, 15);
claimRow(40, 15);
claimRow(90, 15);
claimRow(140, 15);
claimRow(185, 15);
sparsePlayer.buildUnit(
UnitType.MissileSilo,
sparseTerritoryGame.ref(10, 10),
{},
);
// Setup dense territory scenario (large target area)
const denseTerritoryGame = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
const densePlayer = denseTerritoryGame.player("player_id");
for (let x = 0; x < 200; x++) {
for (let y = 0; y < 200; y++) {
const tile = denseTerritoryGame.ref(x, y);
if (denseTerritoryGame.map().isLand(tile)) {
densePlayer.conquer(tile);
}
}
}
densePlayer.buildUnit(UnitType.MissileSilo, denseTerritoryGame.ref(10, 10), {});
// Setup giant world map scenario (realistic large-scale test)
const giantMapGame = await setup(
"giantworldmap",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
const giantMapPlayer = giantMapGame.player("player_id");
// Conquer ALL available land tiles on the giant world map
console.log("Conquering all tiles on giant world map...");
let conqueredCount = 0;
for (let x = 0; x < giantMapGame.map().width(); x++) {
for (let y = 0; y < giantMapGame.map().height(); y++) {
const tile = giantMapGame.ref(x, y);
if (giantMapGame.map().isLand(tile)) {
giantMapPlayer.conquer(tile);
conqueredCount++;
}
}
}
console.log(`Conquered ${conqueredCount} tiles on giant world map`);
giantMapPlayer.buildUnit(UnitType.MissileSilo, giantMapGame.ref(800, 350), {});
const results: string[] = [];
new Benchmark.Suite()
.add("MIRV target selection - sparse territory", () => {
const targetTile = sparseTerritoryGame.ref(100, 100);
const mirvExec = new MirvExecution(sparsePlayer, targetTile);
mirvExec.init(sparseTerritoryGame, sparseTerritoryGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.add("MIRV target selection - dense territory", () => {
const targetTile = denseTerritoryGame.ref(100, 100);
const mirvExec = new MirvExecution(densePlayer, targetTile);
mirvExec.init(denseTerritoryGame, denseTerritoryGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.add("MIRV target selection - giant world map (350 targets)", () => {
const targetTile = giantMapGame.ref(2150, 800);
const mirvExec = new MirvExecution(giantMapPlayer, targetTile);
mirvExec.init(giantMapGame, giantMapGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.on("cycle", (event: any) => {
results.push(String(event.target));
})
.on("complete", () => {
console.log("\n=== MIRV Performance Benchmark Results ===");
for (const result of results) {
console.log(result);
}
})
.run({ async: true });