Files
OpenFrontIO/tests/client/view/GameView.test.ts
T
Evan 22c873cf55 perf(client): tick-dispatch timing harness + main-thread tick optimizations (late-game p95 −65%) (#4512)
## Problem

Every 100 ms the main thread's worker `onmessage` callback processes a
full game tick (`gameView.update` → `webglBuilder.update` →
`renderer.tick`). At 60 fps this competes with the 16.7 ms frame budget,
and on the Giant World Map it takes several ms — frame drops on low-end
hardware.

## Harness (`npm run perf:client-tick`)

Headless-Chromium harness that times every worker→main `game_update`
dispatch on the main thread, with structured-clone deserialization
measured separately from the handler body (via a
`Worker.prototype.addEventListener` wrapper installed as a page init
script — no product-code changes). It reports windowed distributions,
captures `.cpuprofile` files at chosen ticks, writes raw samples and an
end-of-run screenshot. `AnalyzeCpuProfile.ts` breaks a profile down by
inclusive time under the dispatch subtree.

Init scripts are passed as **strings**: tsx compiles function-form init
scripts with esbuild `keepNames`, whose injected `__name` helper doesn't
exist in-page and silently kills the game worker setup.

## Baseline (Giant World Map, 400 bots, headless)

Dispatch handler ms — cost **grows with game progression**:

| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.22 | 2.20 | 3.40 | 5.00 |
| tick 1506 | 2.60 | 2.00 | 7.00 | 10.40 |
| tick 2000 | 2.67 | 1.90 | **8.70** | **12.70** |

Deserialization is negligible (0.12 ms mean). CPU profiles attributed
the growing tail to the leaderboard's once-per-second refresh: its
Max-troops column calls `config().maxTroops(p)` for **all ~508
players**, and `PlayerView.units()` scanned **every unit in the game**
per call — O(players × units), growing as units accumulate.

## Round 1 — algorithmic fixes

- **GameView**: new `unitsOwnedBy(smallID)` — an active-units-by-owner
index built lazily at most once per tick. `PlayerView.units()` reads its
own units from it: O(own units) instead of O(all units). Also speeds up
unit display, player panel, and buildables queries.
- **NamePass.updateNames**: reads player state directly from the
caller's map by smallID instead of rebuilding three lookup maps per
tick; skips the slot-assignment sweep once every player has a slot.

After (same map, same spawn tile):

| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.12 | 2.00 | 3.10 | 5.20 |
| tick 1506 | 1.86 | 1.80 | 2.90 | 4.30 |
| tick 2000 | 1.74 | 1.60 | **2.40** | **4.70** |

Late-game p95 −65% (8.7 → 2.4 ms), worst dispatch −63% (12.7 → 4.7 ms),
and per-dispatch cost no longer grows with game progression. The
leaderboard disappeared from the dispatch profile entirely.

## Round 2 — allocation churn + time slicing

Aimed at GC pauses and low-end CPUs; measures flat vs round 1 on a fast
machine, as expected:

- **`FrameData.changedTiles`** is now the plain tile-ref array GameView
already builds instead of a per-tile `{ref, state}` object copy — heavy
battle ticks allocated tens of thousands of objects per tick for a
`state` field that was always 0. `TilePair` removed; `TerritoryPass`
buckets refs synchronously, so the live reference is safe.
- **`UnitView.lastPos`** is only re-sliced when a move actually appended
a position — the unconditional `slice(-1)` allocated an identical
1-element array per unit per tick, including for structures that never
move.
- **`NamePass.updateNames`** refreshes slots round-robin, a quarter per
tick — the full per-player diff pass spreads over ~400 ms, under the
existing 500 ms troop-text cadence; positions lerp continuously. Unnamed
slots and snap passes (seeks) are always processed so nothing pops in
late. Dispatch share: 17% → 13%.

Not sliced on purpose: tile ingest and frame upload need a consistent
per-tick snapshot (stale `GameMap` reads would leak into hover queries,
minimap, attack targeting) — a correctness risk not worth ~1 ms while
the worst dispatch already fits in a quarter of the frame budget.

## Verification

- `npx tsc --noEmit`, eslint clean; full suite green (1929 tests)
- 6 new GameView tests cover the owner index (grouping, inactive
exclusion, ownership capture, death, type filtering, copy semantics);
changedTiles tests updated to the ref-array contract
- Headless end-of-run screenshots verified after each round: leaderboard
Max-troops values, map names + troop counts + flags all render correctly
(including with name slicing active)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 13:46:02 -07:00

857 lines
28 KiB
TypeScript

/**
* GameView is the client-side simulation mirror — it accumulates player /
* unit / tile state from per-tick GameUpdateViewData. The FrameBuilder reads
* the same accessors (players(), units(), tileStateBuffer(),
* recentlyUpdatedTiles()) to translate state into FrameData each tick.
*
* These tests verify the update lifecycle: PlayerView reuse vs creation,
* UnitView lifecycle (create / mutate / mark for deletion / sweep next tick),
* smallID lookup, tick tracking, and tile delta accumulation.
*/
import { describe, expect, it } from "vitest";
import { UnitType } from "../../../src/core/game/Game";
import { GameUpdateType } from "../../../src/core/game/GameUpdates";
import {
makeEmptyGu,
makeGameView,
makeNameViewData,
makePlayerUpdate,
makeUnitUpdate,
} from "../../util/viewStubs";
function withPlayers(
tick: number,
players: ReturnType<typeof makePlayerUpdate>[],
nameDataMap: Record<string, ReturnType<typeof makeNameViewData>> = {},
) {
const gu = makeEmptyGu(tick);
gu.updates[GameUpdateType.Player] = players;
const nameViewData: NonNullable<typeof gu.playerNameViewData> = {};
for (const p of players) {
nameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
}
gu.playerNameViewData = nameViewData;
return gu;
}
describe("GameView.update — players", () => {
it("creates a PlayerView for each player in the first tick", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, name: "Alice" }),
makePlayerUpdate({ id: "bob", smallID: 2, name: "Bob" }),
]),
);
expect(game.players().map((p) => p.id())).toEqual(["alice", "bob"]);
});
it("reuses an existing PlayerView on subsequent updates (in-place data swap)", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 100 }),
]),
);
const first = game.player("alice");
game.update(
withPlayers(2, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 250 }),
]),
);
const second = game.player("alice");
expect(second).toBe(first); // same PlayerView instance
expect(second.troops()).toBe(250); // data was swapped in
});
it("playerBySmallID resolves through the smallID → PlayerID map", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1 }),
makePlayerUpdate({ id: "bob", smallID: 2 }),
]),
);
expect(
(game.playerBySmallID(1) as ReturnType<typeof game.player>).id(),
).toBe("alice");
expect(
(game.playerBySmallID(2) as ReturnType<typeof game.player>).id(),
).toBe("bob");
});
it("playerBySmallID(0) returns a TerraNullius (used as the unowned-tile owner)", () => {
const game = makeGameView();
const terra = game.playerBySmallID(0);
expect(terra.isPlayer()).toBe(false);
});
it("myPlayer() is resolved once the local player update arrives", () => {
const game = makeGameView({ myClientID: "c-me" });
expect(game.myPlayer()).toBeNull();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "Me",
}),
]),
);
expect(game.myPlayer()?.id()).toBe("me");
});
it("myPlayer() is cached — does not change identity across updates", () => {
const game = makeGameView({ myClientID: "c-me" });
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
]),
);
const first = game.myPlayer();
game.update(
withPlayers(2, [
makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
]),
);
expect(game.myPlayer()).toBe(first);
});
it("local player's name is overridden with myUsername to bypass censorship", () => {
const game = makeGameView({
myClientID: "c-me",
myUsername: "RealName",
});
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "ServerName",
displayName: "ServerName",
}),
]),
);
expect(game.myPlayer()?.name()).toBe("RealName");
});
});
describe("GameView.update — packed channels", () => {
it("packedPlayerUpdates quads update tilesOwned/gold/troops in place", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 100, gold: 5n }),
]),
);
const gu = makeEmptyGu(2);
// [smallID, tilesOwned, gold, troops]
gu.packedPlayerUpdates = new Float64Array([1, 42, 999, 250]);
game.update(gu);
const alice = game.player("alice");
expect(alice.numTilesOwned()).toBe(42);
expect(alice.gold()).toBe(999n);
expect(alice.troops()).toBe(250);
});
it("packedAttackUpdates patches troop counts by direction and index", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "alice",
smallID: 1,
outgoingAttacks: [
{
attackerID: 1,
targetID: 2,
troops: 500,
id: "a1",
retreating: false,
},
{
attackerID: 1,
targetID: 3,
troops: 300,
id: "a2",
retreating: false,
},
],
incomingAttacks: [
{
attackerID: 4,
targetID: 1,
troops: 80,
id: "a3",
retreating: false,
},
],
}),
]),
);
const gu = makeEmptyGu(2);
// [ownerSmallID, direction (0=outgoing, 1=incoming), index, troops]
gu.packedAttackUpdates = new Float64Array([1, 0, 1, 290, 1, 1, 0, 75]);
game.update(gu);
const alice = game.player("alice");
expect(alice.outgoingAttacks().map((a) => a.troops)).toEqual([500, 290]);
expect(alice.incomingAttacks().map((a) => a.troops)).toEqual([75]);
});
it("quads for unknown smallIDs and out-of-range attack indexes are ignored", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })]),
);
const gu = makeEmptyGu(2);
gu.packedPlayerUpdates = new Float64Array([99, 1, 1, 1]);
gu.packedAttackUpdates = new Float64Array([1, 0, 5, 123, 99, 1, 0, 7]);
expect(() => game.update(gu)).not.toThrow();
});
it("same-tick array resend and patch on different directions both apply", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "alice",
smallID: 1,
outgoingAttacks: [
{
attackerID: 1,
targetID: 2,
troops: 500,
id: "a1",
retreating: false,
},
],
incomingAttacks: [
{
attackerID: 4,
targetID: 1,
troops: 80,
id: "a3",
retreating: false,
},
],
}),
]),
);
// Outgoing membership changed → full array resent with fresh troops;
// incoming membership unchanged → troops arrive as a patch. The patch
// must land on the long-lived incoming array and not interfere with the
// resent outgoing array (a tick resends or patches each array, never
// both — but different directions can mix on one tick).
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
{
type: GameUpdateType.Player,
id: "alice",
outgoingAttacks: [
{
attackerID: 1,
targetID: 2,
troops: 450,
id: "a1",
retreating: false,
},
{
attackerID: 1,
targetID: 3,
troops: 100,
id: "a2",
retreating: false,
},
],
},
];
gu.packedAttackUpdates = new Float64Array([1, 1, 0, 75]);
game.update(gu);
const alice = game.player("alice");
expect(alice.outgoingAttacks().map((a) => a.troops)).toEqual([450, 100]);
expect(alice.incomingAttacks().map((a) => a.troops)).toEqual([75]);
});
it("gold survives the float64 quad exactly, including > 2^32 values", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })]),
);
const bigGold = 2 ** 52 + 11; // integer, exactly representable in f64
const gu = makeEmptyGu(2);
gu.packedPlayerUpdates = new Float64Array([1, 0, bigGold, 0]);
game.update(gu);
expect(game.player("alice").gold()).toBe(BigInt(bigGold));
});
it("nameData persists across ticks without a playerNameViewData record", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })], {
alice: { x: 7, y: 9, size: 3 },
}),
);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 7, y: 9 });
// Tick without a record (worker omits it between placement rebuilds) —
// even with a player update present, the old placement must survive.
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
makePlayerUpdate({ id: "alice", smallID: 1 }),
];
game.update(gu);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 7, y: 9 });
// A new record updates the placement (alice is alive).
const gu3 = makeEmptyGu(3);
gu3.playerNameViewData = { alice: { x: 11, y: 13, size: 4 } };
game.update(gu3);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 11, y: 13 });
});
it("dead players keep their last name placement (freeze at death)", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })], {
alice: { x: 7, y: 9, size: 3 },
}),
);
// Alice dies.
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Player] = [
makePlayerUpdate({ id: "alice", smallID: 1, isAlive: false }),
];
game.update(gu2);
// A later record must not move her name.
const gu3 = makeEmptyGu(3);
gu3.playerNameViewData = { alice: { x: 0, y: 0, size: 0 } };
game.update(gu3);
expect(game.frameData().names.get("alice")).toMatchObject({ x: 7, y: 9 });
});
});
describe("GameView.update — derived-data dirty flags", () => {
function twoPlayers() {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1 }),
makePlayerUpdate({ id: "bob", smallID: 2 }),
]),
);
return game;
}
it("relationMatrix recomputes when allies arrive on a partial update", () => {
const game = twoPlayers();
const size = game.frameData().relationSize;
expect(game.frameData().relationMatrix[1 * size + 2]).toBe(0); // neutral
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
{ type: GameUpdateType.Player, id: "alice", allies: [2] },
];
game.update(gu);
// friendly, both directions
expect(game.frameData().relationMatrix[1 * size + 2]).toBe(1);
expect(game.frameData().relationMatrix[2 * size + 1]).toBe(1);
});
it("relationMatrix recomputes when embargoes arrive on a partial update", () => {
const game = twoPlayers();
const size = game.frameData().relationSize;
const gu = makeEmptyGu(2);
gu.updates[GameUpdateType.Player] = [
{
type: GameUpdateType.Player,
id: "alice",
embargoes: new Set(["bob"]),
},
];
game.update(gu);
expect(game.frameData().relationMatrix[1 * size + 2]).toBe(2); // embargo
});
it("allianceClusters keep identity on clean ticks and recompute on allies change", () => {
const game = twoPlayers();
const before = game.frameData().allianceClusters;
expect(before.get(1)).not.toBe(before.get(2)); // separate clusters
// Clean tick: no relation inputs changed → cached object, untouched.
game.update(makeEmptyGu(2));
expect(game.frameData().allianceClusters).toBe(before);
// Alliance forms → recomputed: alice and bob share a cluster root.
const gu = makeEmptyGu(3);
gu.updates[GameUpdateType.Player] = [
{ type: GameUpdateType.Player, id: "alice", allies: [2] },
{ type: GameUpdateType.Player, id: "bob", allies: [1] },
];
game.update(gu);
const after = game.frameData().allianceClusters;
expect(after).not.toBe(before);
expect(after.get(1)).toBe(after.get(2));
});
it("names map keeps identity and content on ticks without a record", () => {
const game = makeGameView();
game.update(
withPlayers(1, [makePlayerUpdate({ id: "alice", smallID: 1 })], {
alice: { x: 7, y: 9, size: 3 },
}),
);
const names = game.frameData().names;
const entry = names.get("alice");
game.update(makeEmptyGu(2));
expect(game.frameData().names).toBe(names); // long-lived map
expect(game.frameData().names.get("alice")).toBe(entry); // not rebuilt
});
});
describe("GameView.update — units", () => {
it("creates a UnitView on first sighting and reuses it after", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 0 })];
game.update(gu1);
const first = game.unit(42);
expect(first).toBeDefined();
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 1 })];
game.update(gu2);
expect(game.unit(42)).toBe(first); // same instance
expect(game.unit(42)?.tile()).toBe(1);
});
it("units() filters by type and returns only active units", () => {
const game = makeGameView();
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, unitType: UnitType.City, isActive: true }),
makeUnitUpdate({ id: 2, unitType: UnitType.Port, isActive: true }),
makeUnitUpdate({ id: 3, unitType: UnitType.City, isActive: false }),
];
game.update(gu);
expect(
game
.units()
.map((u) => u.id())
.sort(),
).toEqual([1, 2]);
expect(game.units(UnitType.City).map((u) => u.id())).toEqual([1]);
// The inactive one is still present until the NEXT tick sweeps it.
expect(game.unit(3)).toBeDefined();
});
it("inactive units are deleted on the following tick", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 7, isActive: true }),
];
game.update(gu1);
expect(game.unit(7)).toBeDefined();
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 7, isActive: false }),
];
game.update(gu2);
// Still present on the tick they died (renderer can see deadUnit FX).
expect(game.unit(7)).toBeDefined();
const gu3 = makeEmptyGu(3);
game.update(gu3);
// Swept on the next tick.
expect(game.unit(7)).toBeUndefined();
});
it("_wasUpdated resets to false at start of tick, then flips back on update", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
game.update(gu1);
expect(game.unit(5)?.wasUpdated()).toBe(true);
// Next tick — unit not in updates → wasUpdated should be false
game.update(makeEmptyGu(2));
expect(game.unit(5)?.wasUpdated()).toBe(false);
// Next tick — unit reappears → wasUpdated true again
const gu3 = makeEmptyGu(3);
gu3.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
game.update(gu3);
expect(game.unit(5)?.wasUpdated()).toBe(true);
});
});
describe("GameView.update — tile deltas", () => {
it("recentlyUpdatedTiles() reflects refs in packedTileUpdates", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu = makeEmptyGu(1);
// packedTileUpdates is [tileRef, packedState, tileRef, packedState, ...]
// packed state = (terrainByte << 16) | state — use 0 for both to keep tile
// terrain-stable; we're just exercising the delta accumulator.
gu.packedTileUpdates = new Uint32Array([2, 0, 5, 0, 9, 0]);
game.update(gu);
expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([
2, 5, 9,
]);
});
it("recentlyUpdatedTerrainTiles() only includes refs where terrain bytes changed", () => {
const game = makeGameView({ width: 4, height: 4 });
// Tile 3 starts with terrain byte 0. Pack a new terrain byte (0x80 = land)
// for tile 3, and an unchanged terrain (0) for tile 7.
const gu = makeEmptyGu(1);
const TILE_3_PACKED = (0x80 << 16) | 0; // terrain changed
const TILE_7_PACKED = 0; // terrain unchanged
gu.packedTileUpdates = new Uint32Array([
3,
TILE_3_PACKED,
7,
TILE_7_PACKED,
]);
game.update(gu);
expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([3, 7]);
expect(game.recentlyUpdatedTerrainTiles()).toEqual([3]);
});
it("resets deltas to empty arrays each tick", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu1 = makeEmptyGu(1);
gu1.packedTileUpdates = new Uint32Array([1, 0]);
game.update(gu1);
expect(game.recentlyUpdatedTiles().length).toBe(1);
// Empty next tick → empty deltas
game.update(makeEmptyGu(2));
expect(game.recentlyUpdatedTiles()).toEqual([]);
expect(game.recentlyUpdatedTerrainTiles()).toEqual([]);
});
});
describe("GameView.update — tick & lifecycle", () => {
it("ticks() reflects the last update's tick", () => {
const game = makeGameView();
expect(game.ticks()).toBe(0); // before any update
game.update(makeEmptyGu(42));
expect(game.ticks()).toBe(42);
game.update(makeEmptyGu(43));
expect(game.ticks()).toBe(43);
});
it("inSpawnPhase() is true until a SpawnPhaseEnd update flips it off", () => {
const game = makeGameView();
expect(game.inSpawnPhase()).toBe(true);
game.update(makeEmptyGu(5));
expect(game.inSpawnPhase()).toBe(true);
const gu = makeEmptyGu(10);
gu.updates[GameUpdateType.SpawnPhaseEnd] = [
{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
typeof makeEmptyGu
>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
];
game.update(gu);
expect(game.inSpawnPhase()).toBe(false);
});
it("ticksSinceStart returns 0 during spawn phase, otherwise difference from startTick", () => {
const game = makeGameView();
expect(game.ticksSinceStart()).toBe(0); // spawn phase
const gu1 = makeEmptyGu(10);
gu1.updates[GameUpdateType.SpawnPhaseEnd] = [
{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
typeof makeEmptyGu
>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
];
game.update(gu1);
expect(game.ticksSinceStart()).toBe(0); // tick=10, start=10
game.update(makeEmptyGu(15));
expect(game.ticksSinceStart()).toBe(5);
});
});
describe("GameView — accessors used by FrameBuilder", () => {
it("width() / height() forward to the underlying map", () => {
const game = makeGameView({ width: 12, height: 8 });
expect(game.width()).toBe(12);
expect(game.height()).toBe(8);
});
it("tileStateBuffer() returns a Uint16Array of width*height", () => {
const game = makeGameView({ width: 5, height: 4 });
const buf = game.tileStateBuffer();
expect(buf).toBeInstanceOf(Uint16Array);
expect(buf.length).toBe(20);
});
it("tileStateBuffer() is a live reference — mutated by update()", () => {
const game = makeGameView({ width: 4, height: 4 });
const buf = game.tileStateBuffer();
const gu = makeEmptyGu(1);
// Pack an owner ID into the low 12 bits of state for tile 6.
gu.packedTileUpdates = new Uint32Array([6, 0x123]);
game.update(gu);
expect(buf[6] & 0xfff).toBe(0x123);
});
it("player(id) throws for unknown players (matches FrameBuilder's expectation)", () => {
const game = makeGameView();
expect(() => game.player("unknown")).toThrow();
});
it("config() returns the same Config instance passed in", () => {
const game = makeGameView();
expect(game.config()).toBe(game.config());
});
});
describe("GameView.frameData() — renderer contract", () => {
it("returns a stable object reference across ticks", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
const f1 = game.frameData();
game.update(makeEmptyGu(2));
const f2 = game.frameData();
expect(f2).toBe(f1);
});
it("frame.tileState is === gameView.tileStateBuffer() (zero-copy)", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1));
expect(game.frameData().tileState).toBe(game.tileStateBuffer());
});
it("frame.changedTiles is null on the first populate (signals full upload)", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu1 = makeEmptyGu(1);
gu1.packedTileUpdates = new Uint32Array([1, 0, 2, 0]);
game.update(gu1);
expect(game.frameData().changedTiles).toBeNull();
});
it("frame.changedTiles becomes a delta array on subsequent populates", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1));
const gu2 = makeEmptyGu(2);
gu2.packedTileUpdates = new Uint32Array([3, 0, 5, 0, 9, 0]);
game.update(gu2);
const ct = game.frameData().changedTiles;
expect(ct).not.toBeNull();
expect([...ct!].sort((a, b) => a - b)).toEqual([3, 5, 9]);
});
it("changedTiles holds only the current tick's refs", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1)); // first populate (changedTiles = null)
const gu2 = makeEmptyGu(2);
gu2.packedTileUpdates = new Uint32Array([1, 0]);
game.update(gu2);
expect(game.frameData().changedTiles).toEqual([1]);
const gu3 = makeEmptyGu(3);
gu3.packedTileUpdates = new Uint32Array([2, 0]);
game.update(gu3);
expect(game.frameData().changedTiles).toEqual([2]);
});
it("frame.units is === gameView.unitStates() (same long-lived map)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().units).toBe(game.unitStates());
});
it("frame.players is === gameView.playerStates() (same long-lived map)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().players).toBe(game.playerStates());
});
it("frame.tick reflects the most recent gu.tick", () => {
const game = makeGameView();
game.update(makeEmptyGu(42));
expect(game.frameData().tick).toBe(42);
game.update(makeEmptyGu(43));
expect(game.frameData().tick).toBe(43);
});
it("frame.events.deadUnits is populated from inactive Unit updates", () => {
const game = makeGameView();
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, isActive: true, pos: 10 }),
makeUnitUpdate({ id: 2, isActive: false, pos: 20 }),
makeUnitUpdate({ id: 3, isActive: false, pos: 30 }),
];
game.update(gu);
const dead = game.frameData().events.deadUnits;
expect(dead.length).toBe(2);
expect(dead.map((d) => d.pos).sort((a, b) => a - b)).toEqual([20, 30]);
});
it("frame.events arrays are cleared each tick (no event leakage)", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, isActive: false }),
];
game.update(gu1);
expect(game.frameData().events.deadUnits.length).toBe(1);
// Empty next tick → events cleared
game.update(makeEmptyGu(2));
expect(game.frameData().events.deadUnits.length).toBe(0);
});
it("frame.events.deadUnits array is reused (same reference)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
const a1 = game.frameData().events.deadUnits;
game.update(makeEmptyGu(2));
expect(game.frameData().events.deadUnits).toBe(a1);
});
it("frame.structuresDirty is true on first populate (force initial upload)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().structuresDirty).toBe(true);
});
it("frame.structuresDirty resets between ticks when no structure changes", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
game.update(makeEmptyGu(2));
expect(game.frameData().structuresDirty).toBe(false);
});
it("frame.relationMatrix marks same-team players as friendly (team games)", () => {
const RELATION_FRIENDLY = 1;
const RELATION_NEUTRAL = 0;
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, team: "red" }),
makePlayerUpdate({ id: "bob", smallID: 2, team: "red" }),
makePlayerUpdate({ id: "carol", smallID: 3, team: "blue" }),
]),
);
const { relationMatrix, relationSize } = game.frameData();
// Teammates (no explicit alliance) are friendly both ways.
expect(relationMatrix[1 * relationSize + 2]).toBe(RELATION_FRIENDLY);
expect(relationMatrix[2 * relationSize + 1]).toBe(RELATION_FRIENDLY);
// Cross-team players stay neutral.
expect(relationMatrix[1 * relationSize + 3]).toBe(RELATION_NEUTRAL);
expect(relationMatrix[3 * relationSize + 1]).toBe(RELATION_NEUTRAL);
});
});
describe("GameView.unitsOwnedBy — per-tick owner index", () => {
function withUnits(
tick: number,
units: ReturnType<typeof makeUnitUpdate>[],
players: ReturnType<typeof makePlayerUpdate>[] = [],
) {
const gu = makeEmptyGu(tick);
gu.updates[GameUpdateType.Unit] = units;
gu.updates[GameUpdateType.Player] = players;
return gu;
}
it("groups active units by owner smallID", () => {
const game = makeGameView();
game.update(
withUnits(1, [
makeUnitUpdate({ id: 1, ownerID: 1, unitType: UnitType.City }),
makeUnitUpdate({ id: 2, ownerID: 1, unitType: UnitType.Port }),
makeUnitUpdate({ id: 3, ownerID: 2, unitType: UnitType.City }),
]),
);
expect(game.unitsOwnedBy(1).map((u) => u.id())).toEqual([1, 2]);
expect(game.unitsOwnedBy(2).map((u) => u.id())).toEqual([3]);
expect(game.unitsOwnedBy(99)).toEqual([]);
});
it("excludes inactive units", () => {
const game = makeGameView();
game.update(
withUnits(1, [
makeUnitUpdate({ id: 1, ownerID: 1, isActive: true }),
makeUnitUpdate({ id: 2, ownerID: 1, isActive: false }),
]),
);
expect(game.unitsOwnedBy(1).map((u) => u.id())).toEqual([1]);
});
it("reflects ownership changes on the next tick (capture)", () => {
const game = makeGameView();
game.update(withUnits(1, [makeUnitUpdate({ id: 1, ownerID: 1 })]));
expect(game.unitsOwnedBy(1)).toHaveLength(1);
expect(game.unitsOwnedBy(2)).toHaveLength(0);
game.update(withUnits(2, [makeUnitUpdate({ id: 1, ownerID: 2 })]));
expect(game.unitsOwnedBy(1)).toHaveLength(0);
expect(game.unitsOwnedBy(2)).toHaveLength(1);
});
it("reflects unit death on the tick it happens", () => {
const game = makeGameView();
game.update(withUnits(1, [makeUnitUpdate({ id: 1, ownerID: 1 })]));
expect(game.unitsOwnedBy(1)).toHaveLength(1);
game.update(
withUnits(2, [makeUnitUpdate({ id: 1, ownerID: 1, isActive: false })]),
);
expect(game.unitsOwnedBy(1)).toHaveLength(0);
});
it("PlayerView.units() filters the owner's units by type", () => {
const game = makeGameView();
const gu = withUnits(
1,
[
makeUnitUpdate({ id: 1, ownerID: 1, unitType: UnitType.City }),
makeUnitUpdate({ id: 2, ownerID: 1, unitType: UnitType.Port }),
makeUnitUpdate({ id: 3, ownerID: 1, unitType: UnitType.City }),
makeUnitUpdate({ id: 4, ownerID: 2, unitType: UnitType.City }),
],
[
makePlayerUpdate({ id: "alice", smallID: 1 }),
makePlayerUpdate({ id: "bob", smallID: 2 }),
],
);
game.update(gu);
const alice = game.player("alice");
expect(alice.units(UnitType.City).map((u) => u.id())).toEqual([1, 3]);
expect(alice.units().map((u) => u.id())).toEqual([1, 2, 3]);
// Returned arrays are copies — mutating them must not corrupt the index.
alice.units().pop();
expect(alice.units()).toHaveLength(3);
});
});