Files
OpenFrontIO/tests/perf/MIRVPerf.ts
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 

## Description:

Remove the singleplayer spawn countdown so the game starts when the
player spawns, spawn nations immediately after player spawn, and align
game timer/max-timer timing with the new start point.

Added a singleplayer regression test for spawn-immunity timing
(GameImpl.test.ts) and updated spawn-phase loop tests to use gameType:
GameType.Public where singleplayer behavior is not under test (e.g.
MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase()
timeout hangs after the new singleplayer start logic.


https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-11 12:44:44 -07:00

144 lines
4.0 KiB
TypeScript

import Benchmark from "benchmark";
import { dirname } from "path";
import { fileURLToPath } from "url";
import { MirvExecution } from "../../src/core/execution/MIRVExecution";
import { PlayerInfo, PlayerType, UnitType } from "../../src/core/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 });