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https://github.com/openfrontio/OpenFrontIO.git
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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>
156 lines
5.1 KiB
TypeScript
156 lines
5.1 KiB
TypeScript
/**
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* The worker→main tick payload: per-tick numeric stat churn travels on the
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* transferable `packedPlayerUpdates` quad buffer (drained from GameImpl),
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* and `playerNameViewData` is attached only on ticks where the worker
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* recomputed name placements. See GameUpdateViewData in GameUpdates.ts.
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*/
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import { Executor } from "../src/core/execution/ExecutionManager";
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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 {
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GameUpdateType,
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GameUpdateViewData,
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} from "../src/core/game/GameUpdates";
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import { GameRunner } from "../src/core/GameRunner";
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import { setup } from "./util/Setup";
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const gameID = "game_id";
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describe("packedPlayerUpdates (GameImpl drain)", () => {
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let game: Game;
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let alice: Player;
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beforeEach(async () => {
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game = await setup("plains", {});
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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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game.addPlayer(aliceInfo);
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game.addExecution(new SpawnExecution(gameID, aliceInfo, game.ref(10, 10)));
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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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game.drainPackedPlayerUpdates(); // discard spawn-time churn
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});
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test("a stat change is drained as a [smallID, tiles, gold, troops] quad", () => {
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alice.addGold(500n);
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game.executeNextTick();
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const packed = game.drainPackedPlayerUpdates();
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expect(packed).not.toBeNull();
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// Find alice's quad (other players may have churned too).
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let quad: number[] | undefined;
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for (let i = 0; i + 3 < packed!.length; i += 4) {
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if (packed![i] === alice.smallID()) {
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quad = Array.from(packed!.subarray(i, i + 4));
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}
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}
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expect(quad).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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});
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test("drain returns null when no stats changed and resets between drains", () => {
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alice.addGold(500n);
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game.executeNextTick();
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expect(game.drainPackedPlayerUpdates()).not.toBeNull();
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// Drained — a second drain without a tick has nothing.
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expect(game.drainPackedPlayerUpdates()).toBeNull();
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});
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});
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describe("GameRunner payload cadence", () => {
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let game: Game;
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let byTick: Map<number, GameUpdateViewData>;
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let tick: () => void;
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beforeEach(async () => {
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game = await setup(
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"plains",
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{},
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[],
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undefined,
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undefined,
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false, // keep the spawn phase under the test's control
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);
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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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game.addPlayer(aliceInfo);
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game.addExecution(new SpawnExecution(gameID, aliceInfo, game.ref(10, 10)));
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byTick = new Map();
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const runner = new GameRunner(
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game,
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new Executor(game, gameID, "alice_client"),
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(gu) => {
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if (!("errMsg" in gu)) byTick.set(gu.tick, gu);
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},
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);
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// No runner.init(): no SpawnTimerExecution — the game stays in the spawn
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// phase until the test ends it manually.
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let turn = 0;
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tick = () => {
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runner.addTurn({ turnNumber: turn++, intents: [] });
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runner.executeNextTick();
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};
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});
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test("playerNameViewData is attached only on placement-rebuild ticks", () => {
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tick(); // 1
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tick(); // 2
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game.endSpawnPhase();
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for (let t = 3; t <= 61; t++) tick();
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// ticks < 3 always rebuild; every 30th tick rebuilds; everything else
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// omits the record. (The in-tick spawn-end rebuild also sets the flag,
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// but ending the spawn phase between ticks doesn't exercise it here.)
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expect(byTick.get(1)!.playerNameViewData).toBeDefined();
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expect(byTick.get(2)!.playerNameViewData).toBeDefined();
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expect(byTick.get(4)!.playerNameViewData).toBeUndefined();
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expect(byTick.get(29)!.playerNameViewData).toBeUndefined();
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expect(byTick.get(30)!.playerNameViewData).toBeDefined();
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expect(byTick.get(31)!.playerNameViewData).toBeUndefined();
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expect(byTick.get(60)!.playerNameViewData).toBeDefined();
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});
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test("stat churn arrives as packedPlayerUpdates quads on the view data", () => {
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tick(); // 1
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tick(); // 2
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game.endSpawnPhase();
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tick(); // 3 — flush spawn churn
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const alice = game.player("alice_id");
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alice.addGold(500n);
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tick(); // 4
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const gu = byTick.get(game.ticks())!;
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const packed = gu.packedPlayerUpdates;
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expect(packed).toBeDefined();
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expect(packed!.length % 4).toBe(0);
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let quad: number[] | undefined;
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for (let i = 0; i + 3 < packed!.length; i += 4) {
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if (packed![i] === alice.smallID()) {
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quad = Array.from(packed!.subarray(i, i + 4));
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}
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}
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expect(quad).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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// And the object channel no longer carries the stat fields: alice must
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// not appear in this tick's PlayerUpdates for a gold-only change.
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const playerUpdates = gu.updates[GameUpdateType.Player];
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expect(playerUpdates.find((u) => u.id === "alice_id")).toBeUndefined();
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});
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});
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