mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-08 13:22:10 +00:00
571f58440d
## Summary Follow-up to #4507, moving the memory-footprint campaign to the **main thread** (client). Two parts: a headless browser measurement harness, and a first optimization round that cuts the main-thread live heap on Giant World Map by **23%** (166 → 128 MB at tick 2000). ## Part 1 — `npm run perf:client-mem`: headless main-thread memory harness Drives a real singleplayer game in headless Chromium and measures the **page's isolate only** (the core sim worker is a separate CDP target): - Starts its own vite dev server on a private port (default 9017) so it always measures the current checkout. - Double-forced-GC checkpoints every `--window` ticks: JS heap, ArrayBuffer backing-store bytes (`Runtime.getHeapUsage`), DOM nodes, listeners, ticks/s. - `--snapshot-at <ticks>` writes V8 heap snapshots, analyzable with the retainer/summary tools from #4507. - Spoofs the unmasked WebGL renderer string via an init script so the software-GL gate (#4324) admits SwiftShader — no game code touched; rendering still runs software (hence the rAF throttle). - End-of-run screenshot as a rendering sanity check. Baseline (Giant World Map, 400 bots, 12,000 ticks): ~176 MB live, of which ~116 MB is **static per-tile buffers** allocated up front for the 8M-tile map — flat during play, no leaks. ## Part 2 — drop three map-sized render-layer buffer copies | Buffer | Before | After | |---|---|---| | `TrailPass.cpuTrailState` | 15.3 MB copy | **deleted** — dead code; every upload entry point sets the live reference to TrailManager's array | | `RailroadPass.cpuRailroadState` | 15.3 MB across 2 arrays | references `RailroadCache.railroadState` (stable identity, mutated in place) | | `RailroadPass.cpuGhostRailState` | ↑ | sparse `Map<ref, value>`; preview diffs applied as per-texel `texSubImage2D` writes (path-sized work instead of a full 8 MB texture upload per build-preview mouse move) | | `TerrainPass` + `MapRenderer` terrain bytes | 7.6 MB (one buffer, two retainers) | `terrainSource()` provider — re-bakes (theme change, context restore) regenerate from the live game map, which already reflects water-nuke conversions | Tick-2000 snapshot comparison (giant world, 400 bots): **166.4 → 128.4 MB**. ## Verification - `tsc --noEmit`, eslint, full test suite (1924 tests) pass. - 2000-tick headless giant-world game after the change: no GL pageerrors, end-of-run screenshot renders terrain/territory/borders/names correctly, sim speed unchanged (~5 ticks/s headless). - Ghost-rail ops flush before the zoom-fade early-return, so the op queue can't grow while previewing at low zoom. - WebGL context restore recreates all passes fresh and the owner re-uploads state (existing `onContextRestored` path), consistent with the new reference-based buffers. Note: heap snapshots in `tests/perf/output/` are gitignored; the numbers above are from runs recorded in the PR discussion. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
406 lines
14 KiB
TypeScript
406 lines
14 KiB
TypeScript
/**
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* Main-thread memory harness: drives a real singleplayer game in headless
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* Chromium and measures the page's JS heap with forced-GC checkpoints and
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* full V8 heap snapshots taken over the Chrome DevTools Protocol.
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*
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* The core simulation runs in a Web Worker, so a page-session snapshot
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* isolates the MAIN thread: GameView state, rendering layers, UI components.
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* Snapshots are the standard V8 format — analyze them with
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* npx tsx tests/perf/fullgame/HeapSnapshotRetainers.ts <file> [top]
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* (or HeapSnapshotSummary.ts for multi-GB files).
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*
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* The harness starts its own vite dev server on a private port (default
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* 9017) so results always come from THIS checkout, even when another
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* working copy is serving port 9000.
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*
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* One-time browser setup (installs playwright + chromium libs, no sudo):
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* bash .claude/skills/run-openfront/setup.sh
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*
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* Usage:
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* npm run perf:client-mem -- --map "Giant World Map" --ticks 3000 \
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* --window 500 --snapshot-at 0,3000
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*
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* Flags:
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* --map <name> GameMapType value (default "Giant World Map")
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* --bots <n> bot count (default 400, the solo-modal default)
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* --difficulty <d> Easy|Medium|Hard|Impossible (default modal default)
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* --ticks <n> run until this game tick (default 3000)
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* --window <n> checkpoint every n ticks (default 500)
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* --snapshot-at <list> comma-separated ticks to snapshot; 0 = post-spawn
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* --spawn <x,y> fixed human spawn tile (default: auto-pick),
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* for run-to-run repeatability on a given map
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* --port <n> vite dev-server port (default 9017)
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* --raf-interval <ms> rAF throttle; SwiftShader frames cost seconds of
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* CPU, so an unthrottled frame loop starves the sim
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* (default 3000)
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* --out-dir <dir> output dir (default tests/perf/output)
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*
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* Headless caveats: rendering uses SwiftShader, so GPU texture memory lives
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* in the GPU process and is NOT in these numbers — this measures main-thread
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* JS heap + ArrayBuffers (which is where GameView, layers, and pixel staging
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* buffers live). Solo games are RNG-driven (bot spawns), so numbers vary a
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* few percent run-to-run; compare trends, not bytes.
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*/
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import { ChildProcess, spawn as spawnProcess } from "child_process";
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import fs from "fs";
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import path from "path";
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interface Options {
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map: string;
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bots: number;
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difficulty: string | undefined;
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ticks: number;
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window: number;
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snapshotAt: number[];
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spawn: { x: number; y: number } | null;
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port: number;
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rafIntervalMs: number;
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outDir: string;
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}
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interface Checkpoint {
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label: string;
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ticks: number;
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wallMs: number;
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jsHeapUsedBytes: number;
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jsHeapTotalBytes: number;
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backingStoreBytes: number;
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embedderHeapBytes: number;
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domNodes: number;
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jsEventListeners: number;
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documents: number;
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}
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function parseArgs(): Options {
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const opts: Options = {
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map: "Giant World Map",
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bots: 400,
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difficulty: undefined,
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ticks: 3000,
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window: 500,
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snapshotAt: [],
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spawn: null,
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port: 9017,
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rafIntervalMs: 3000,
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outDir: path.join("tests", "perf", "output"),
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};
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const argv = process.argv.slice(2);
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for (let i = 0; i < argv.length; i++) {
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const next = () => argv[++i];
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switch (argv[i]) {
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case "--map":
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opts.map = next();
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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 "--difficulty":
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opts.difficulty = 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 "--window":
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opts.window = parseInt(next(), 10);
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break;
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case "--snapshot-at":
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opts.snapshotAt = next()
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.split(",")
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.map((s) => parseInt(s.trim(), 10))
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.filter((n) => Number.isFinite(n));
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break;
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case "--spawn": {
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const [x, y] = next().split(",").map(Number);
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opts.spawn = { x, y };
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break;
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}
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case "--port":
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opts.port = parseInt(next(), 10);
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break;
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case "--raf-interval":
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opts.rafIntervalMs = parseInt(next(), 10);
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break;
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case "--out-dir":
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opts.outDir = next();
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break;
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default:
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throw new Error(`unknown flag: ${argv[i]}`);
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}
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}
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return opts;
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}
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// ---------- dev server ----------
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async function startViteServer(port: number): Promise<ChildProcess> {
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// --strictPort makes vite exit instead of silently picking another port —
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// that also guards against measuring a different checkout's server.
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const child = spawnProcess(
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"npx",
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["vite", "--port", String(port), "--strictPort"],
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{
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env: { ...process.env, SKIP_BROWSER_OPEN: "true" },
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stdio: ["ignore", "pipe", "pipe"],
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detached: true, // own process group, so cleanup kills vite's children
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},
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);
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let output = "";
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child.stdout?.on("data", (d: Buffer) => (output += d.toString()));
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child.stderr?.on("data", (d: Buffer) => (output += d.toString()));
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const deadline = Date.now() + 60_000;
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while (Date.now() < deadline) {
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if (child.exitCode !== null) {
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throw new Error(
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`vite exited with code ${child.exitCode} (port ${port} busy?)\n${output}`,
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);
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}
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try {
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const res = await fetch(`http://localhost:${port}/`);
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if (res.ok) return child;
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} catch {
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// not up yet
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}
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await new Promise((r) => setTimeout(r, 500));
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}
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throw new Error(`vite did not become ready on port ${port}\n${output}`);
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}
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function stopViteServer(child: ChildProcess): void {
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if (child.pid !== undefined && child.exitCode === null) {
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try {
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process.kill(-child.pid, "SIGTERM"); // whole process group
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} catch {
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// already gone
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}
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}
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}
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// ---------- report ----------
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const fmtMB = (bytes: number): string => (bytes / 1024 / 1024).toFixed(1);
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function printReport(checkpoints: Checkpoint[], opts: Options): void {
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console.log(
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`\n=== Main-thread memory (map=${opts.map}, bots=${opts.bots}) ===`,
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);
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console.log(
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`${"label".padEnd(12)} ${"ticks".padStart(6)} ${"heapUsed".padStart(9)} ${"heapTotal".padStart(10)} ${"buffers".padStart(9)} ${"domNodes".padStart(9)} ${"listeners".padStart(9)} ${"ticks/s".padStart(8)}`,
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);
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let prev: Checkpoint | null = null;
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for (const c of checkpoints) {
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const rate =
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prev !== null && c.wallMs > prev.wallMs
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? ((c.ticks - prev.ticks) / ((c.wallMs - prev.wallMs) / 1000)).toFixed(
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1,
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)
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: "-";
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console.log(
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`${c.label.padEnd(12)} ${String(c.ticks).padStart(6)} ${fmtMB(c.jsHeapUsedBytes).padStart(6)} MB ${fmtMB(c.jsHeapTotalBytes).padStart(7)} MB ${fmtMB(c.backingStoreBytes).padStart(6)} MB ${String(c.domNodes).padStart(9)} ${String(c.jsEventListeners).padStart(9)} ${rate.padStart(8)}`,
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);
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prev = c;
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}
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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();
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fs.mkdirSync(opts.outDir, { recursive: true });
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console.log(`starting vite on port ${opts.port}…`);
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const vite = await startViteServer(opts.port);
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// The skill driver reads OPENFRONT_URL at import time, so set it before
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// the dynamic imports below.
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process.env.OPENFRONT_URL = `http://localhost:${opts.port}`;
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const { launch, gotoHome, openSoloModal } =
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// @ts-expect-error untyped .mjs skill module
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await import("../../../.claude/skills/run-openfront/driver.mjs");
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const { startSoloGame, spawn, waitForSpawnPhaseEnd, gameState } =
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// @ts-expect-error untyped .mjs skill module
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await import("../../../.claude/skills/run-openfront/game.mjs");
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let browser: { close(): Promise<void> } | null = null;
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try {
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console.log("launching headless chromium…");
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const launched = await launch({
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rafIntervalMs: opts.rafIntervalMs,
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// Headless Chromium throttles backgrounded/occluded pages, which
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// starves the singleplayer turn loop on top of SwiftShader's cost.
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args: [
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"--disable-background-timer-throttling",
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"--disable-backgrounding-occluded-windows",
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"--disable-renderer-backgrounding",
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],
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});
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browser = launched.browser;
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const page = launched.page;
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// Headless Chromium only has SwiftShader, and the WebGL gate (#4324)
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// refuses software renderers by matching the unmasked renderer string.
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// Spoof the string so the gate passes; rendering still runs on
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// SwiftShader (hence the rAF throttle).
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await page.addInitScript(() => {
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const orig = WebGL2RenderingContext.prototype.getParameter;
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WebGL2RenderingContext.prototype.getParameter = function (p: number) {
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const v = orig.call(this, p);
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return typeof v === "string"
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? v.replace(/swiftshader|llvmpipe|software/gi, "PerfHarnessGPU")
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: v;
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};
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});
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// Solo games are fully local: block external requests (ad scripts) and
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// all websockets — vite's HMR socket times out under heavy throttling
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// and force-reloads the page mid-game.
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await page.route("**/*", (route: any) => {
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const host = new URL(route.request().url()).hostname;
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return host === "localhost" || host === "127.0.0.1"
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? route.continue()
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: route.abort();
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});
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await page.routeWebSocket("**", () => {});
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// CDP session against the page = the main thread's isolate only (the
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// core sim worker is a separate target and not included).
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const cdp = await page.context().newCDPSession(page);
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await cdp.send("HeapProfiler.enable");
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await cdp.send("Performance.enable");
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const startWall = Date.now();
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const checkpoints: Checkpoint[] = [];
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const checkpoint = async (label: string): Promise<Checkpoint> => {
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// Two forced GCs: the first can leave finalizer garbage behind.
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await cdp.send("HeapProfiler.collectGarbage");
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await cdp.send("HeapProfiler.collectGarbage");
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const { metrics } = await cdp.send("Performance.getMetrics");
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const m = new Map<string, number>(
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metrics.map((x: { name: string; value: number }) => [x.name, x.value]),
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);
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// JSHeapUsedSize excludes ArrayBuffer backing stores — where most
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// render-layer memory lives. Newer CDP reports them here.
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const usage = (await cdp.send("Runtime.getHeapUsage")) as {
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usedSize: number;
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totalSize: number;
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backingStorageSize?: number;
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embedderHeapUsedSize?: number;
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};
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const state = await gameState(page);
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const c: Checkpoint = {
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label,
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ticks: state?.ticks ?? 0,
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wallMs: Date.now() - startWall,
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jsHeapUsedBytes: m.get("JSHeapUsedSize") ?? 0,
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jsHeapTotalBytes: m.get("JSHeapTotalSize") ?? 0,
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backingStoreBytes: usage.backingStorageSize ?? 0,
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embedderHeapBytes: usage.embedderHeapUsedSize ?? 0,
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domNodes: m.get("Nodes") ?? 0,
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jsEventListeners: m.get("JSEventListeners") ?? 0,
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documents: m.get("Documents") ?? 0,
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};
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checkpoints.push(c);
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console.log(
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`[checkpoint] ${label}: tick ${c.ticks}, heap ${fmtMB(c.jsHeapUsedBytes)} MB used / ${fmtMB(c.jsHeapTotalBytes)} MB total, buffers ${fmtMB(c.backingStoreBytes)} MB, ${c.domNodes} DOM nodes`,
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);
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return c;
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};
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const writeSnapshot = async (label: string): Promise<void> => {
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const file = path.join(opts.outDir, `client-${label}.heapsnapshot`);
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const ws = fs.createWriteStream(file);
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const onChunk = (p: { chunk: string }) => ws.write(p.chunk);
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cdp.on("HeapProfiler.addHeapSnapshotChunk", onChunk);
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// All chunks are delivered before takeHeapSnapshot resolves.
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await cdp.send("HeapProfiler.takeHeapSnapshot", {
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reportProgress: false,
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});
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cdp.off("HeapProfiler.addHeapSnapshotChunk", onChunk);
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await new Promise((r) => ws.end(r));
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const mb = (fs.statSync(file).size / 1024 / 1024).toFixed(0);
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console.log(`[snapshot] ${file} (${mb} MB)`);
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};
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console.log("loading home page + solo modal…");
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await gotoHome(page);
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await openSoloModal(page);
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console.log(
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`starting solo game: map=${opts.map}, bots=${opts.bots}` +
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(opts.difficulty !== undefined
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? `, difficulty=${opts.difficulty}`
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: ""),
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);
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await startSoloGame(page, {
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map: opts.map,
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bots: opts.bots,
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...(opts.difficulty !== undefined ? { difficulty: opts.difficulty } : {}),
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});
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await checkpoint("loaded");
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console.log("spawning…");
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const tile = await spawn(page, opts.spawn);
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console.log(`spawned at (${tile.x},${tile.y})`);
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await waitForSpawnPhaseEnd(page, 120_000);
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await checkpoint("spawned");
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const pendingSnapshots = [...new Set(opts.snapshotAt)].sort(
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(a, b) => a - b,
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);
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const takeDueSnapshots = async (currentTick: number): Promise<void> => {
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while (
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pendingSnapshots.length > 0 &&
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pendingSnapshots[0] <= currentTick
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) {
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await writeSnapshot(`tick${pendingSnapshots.shift()}`);
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}
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};
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const spawnedTick = checkpoints[checkpoints.length - 1].ticks;
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await takeDueSnapshots(spawnedTick);
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const targets: number[] = [];
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for (let t = spawnedTick + opts.window; t < opts.ticks; t += opts.window) {
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targets.push(t);
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}
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if (opts.ticks > spawnedTick) targets.push(opts.ticks);
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for (const target of targets) {
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// Generous timeout: headless sim speed varies wildly with map size
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// and bot count (0.5–10 ticks/s).
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const timeout = opts.window * 2000 + 120_000;
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await page.waitForFunction(
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(t: number) => {
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const g = (document.querySelector("build-menu") as any)?.game;
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return g !== undefined && g.ticks() >= t;
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},
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target,
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{ timeout, polling: 1000 },
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);
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const c = await checkpoint(`tick ${target}`);
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await takeDueSnapshots(c.ticks);
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}
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// Anything requested beyond the reached tick range.
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await takeDueSnapshots(Number.MAX_SAFE_INTEGER);
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// End-of-run screenshot — a cheap rendering sanity check (a black map
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// means the GL pipeline broke even if no pageerror surfaced).
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const shotPath = path.join(opts.outDir, "client-final.png");
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await page.screenshot({ path: shotPath });
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console.log(`[screenshot] ${shotPath}`);
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printReport(checkpoints, opts);
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const finalState = await gameState(page);
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console.log(
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`\nfinal state: ${JSON.stringify(finalState)}\ntotal wall time ${((Date.now() - startWall) / 1000 / 60).toFixed(1)} min`,
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);
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} finally {
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await browser?.close();
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stopViteServer(vite);
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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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