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5b663fae14
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState, PlayerStatic, UnitState) directly instead of holding engine wire types. GameView owns a long-lived FrameData object kept in sync each tick: players/units/tiles/trail/railroad are mutated in place; derived buffers (playerStatus, relationMatrix, allianceClusters, nukeTelegraphs, attackRings) and events are recomputed in a final populateFrame() pass. The renderer reads gameView.frameData() and the same byte-identical state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from ~270 to ~70 LOC: palette management + a single uploadFrameData() call, no per-frame UnitState allocation on the hot path. Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/ relation matrix textures); NamePass disabled so HTML NameLayer remains the only on-screen player names. Also: 39 new tests covering PlayerView/GameView/FrameData behavior; replace .data field access in three layer call sites with accessor methods (betrayals(), type(), getTraitorRemainingTicks()).
475 lines
16 KiB
TypeScript
475 lines
16 KiB
TypeScript
/**
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* GameView is the client-side simulation mirror — it accumulates player /
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* unit / tile state from per-tick GameUpdateViewData. The FrameBuilder reads
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* the same accessors (players(), units(), tileStateBuffer(),
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* recentlyUpdatedTiles()) to translate state into FrameData each tick.
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*
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* These tests verify the update lifecycle: PlayerView reuse vs creation,
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* UnitView lifecycle (create / mutate / mark for deletion / sweep next tick),
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* smallID lookup, tick tracking, and tile delta accumulation.
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*/
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import { describe, expect, it } from "vitest";
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import { UnitType } from "../../../src/core/game/Game";
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import { GameUpdateType } from "../../../src/core/game/GameUpdates";
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import {
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makeEmptyGu,
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makeGameView,
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makeNameViewData,
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makePlayerUpdate,
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makeUnitUpdate,
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} from "../../util/viewStubs";
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function withPlayers(
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tick: number,
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players: ReturnType<typeof makePlayerUpdate>[],
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nameDataMap: Record<string, ReturnType<typeof makeNameViewData>> = {},
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) {
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const gu = makeEmptyGu(tick);
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gu.updates[GameUpdateType.Player] = players;
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for (const p of players) {
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gu.playerNameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
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}
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return gu;
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}
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describe("GameView.update — players", () => {
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it("creates a PlayerView for each player in the first tick", () => {
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const game = makeGameView();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "alice", smallID: 1, name: "Alice" }),
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makePlayerUpdate({ id: "bob", smallID: 2, name: "Bob" }),
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]),
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);
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expect(game.players().map((p) => p.id())).toEqual(["alice", "bob"]);
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});
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it("reuses an existing PlayerView on subsequent updates (in-place data swap)", () => {
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const game = makeGameView();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "alice", smallID: 1, troops: 100 }),
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]),
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);
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const first = game.player("alice");
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game.update(
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withPlayers(2, [
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makePlayerUpdate({ id: "alice", smallID: 1, troops: 250 }),
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]),
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);
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const second = game.player("alice");
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expect(second).toBe(first); // same PlayerView instance
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expect(second.troops()).toBe(250); // data was swapped in
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});
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it("playerBySmallID resolves through the smallID → PlayerID map", () => {
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const game = makeGameView();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "alice", smallID: 1 }),
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makePlayerUpdate({ id: "bob", smallID: 2 }),
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]),
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);
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expect(
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(game.playerBySmallID(1) as ReturnType<typeof game.player>).id(),
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).toBe("alice");
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expect(
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(game.playerBySmallID(2) as ReturnType<typeof game.player>).id(),
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).toBe("bob");
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});
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it("playerBySmallID(0) returns a TerraNullius (used as the unowned-tile owner)", () => {
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const game = makeGameView();
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const terra = game.playerBySmallID(0);
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expect(terra.isPlayer()).toBe(false);
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});
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it("myPlayer() is resolved once the local player update arrives", () => {
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const game = makeGameView({ myClientID: "c-me" });
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expect(game.myPlayer()).toBeNull();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({
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id: "me",
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smallID: 1,
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clientID: "c-me",
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name: "Me",
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}),
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]),
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);
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expect(game.myPlayer()?.id()).toBe("me");
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});
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it("myPlayer() is cached — does not change identity across updates", () => {
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const game = makeGameView({ myClientID: "c-me" });
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
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]),
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);
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const first = game.myPlayer();
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game.update(
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withPlayers(2, [
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makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
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]),
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);
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expect(game.myPlayer()).toBe(first);
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});
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it("local player's name is overridden with myUsername to bypass censorship", () => {
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const game = makeGameView({
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myClientID: "c-me",
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myUsername: "RealName",
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});
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game.update(
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withPlayers(1, [
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makePlayerUpdate({
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id: "me",
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smallID: 1,
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clientID: "c-me",
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name: "ServerName",
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displayName: "ServerName",
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}),
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]),
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);
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expect(game.myPlayer()?.name()).toBe("RealName");
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});
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});
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describe("GameView.update — units", () => {
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it("creates a UnitView on first sighting and reuses it after", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 0 })];
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game.update(gu1);
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const first = game.unit(42);
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expect(first).toBeDefined();
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const gu2 = makeEmptyGu(2);
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gu2.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 1 })];
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game.update(gu2);
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expect(game.unit(42)).toBe(first); // same instance
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expect(game.unit(42)?.tile()).toBe(1);
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});
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it("units() filters by type and returns only active units", () => {
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const game = makeGameView();
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const gu = makeEmptyGu(1);
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gu.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 1, unitType: UnitType.City, isActive: true }),
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makeUnitUpdate({ id: 2, unitType: UnitType.Port, isActive: true }),
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makeUnitUpdate({ id: 3, unitType: UnitType.City, isActive: false }),
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];
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game.update(gu);
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expect(
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game
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.units()
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.map((u) => u.id())
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.sort(),
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).toEqual([1, 2]);
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expect(game.units(UnitType.City).map((u) => u.id())).toEqual([1]);
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// The inactive one is still present until the NEXT tick sweeps it.
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expect(game.unit(3)).toBeDefined();
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});
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it("inactive units are deleted on the following tick", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 7, isActive: true }),
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];
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game.update(gu1);
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expect(game.unit(7)).toBeDefined();
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const gu2 = makeEmptyGu(2);
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gu2.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 7, isActive: false }),
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];
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game.update(gu2);
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// Still present on the tick they died (renderer can see deadUnit FX).
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expect(game.unit(7)).toBeDefined();
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const gu3 = makeEmptyGu(3);
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game.update(gu3);
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// Swept on the next tick.
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expect(game.unit(7)).toBeUndefined();
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});
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it("_wasUpdated resets to false at start of tick, then flips back on update", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
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game.update(gu1);
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expect(game.unit(5)?.wasUpdated()).toBe(true);
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// Next tick — unit not in updates → wasUpdated should be false
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game.update(makeEmptyGu(2));
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expect(game.unit(5)?.wasUpdated()).toBe(false);
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// Next tick — unit reappears → wasUpdated true again
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const gu3 = makeEmptyGu(3);
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gu3.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
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game.update(gu3);
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expect(game.unit(5)?.wasUpdated()).toBe(true);
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});
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});
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describe("GameView.update — tile deltas", () => {
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it("recentlyUpdatedTiles() reflects refs in packedTileUpdates", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const gu = makeEmptyGu(1);
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// packedTileUpdates is [tileRef, packedState, tileRef, packedState, ...]
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// packed state = (terrainByte << 16) | state — use 0 for both to keep tile
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// terrain-stable; we're just exercising the delta accumulator.
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gu.packedTileUpdates = new Uint32Array([2, 0, 5, 0, 9, 0]);
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game.update(gu);
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expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([
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2, 5, 9,
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]);
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});
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it("recentlyUpdatedTerrainTiles() only includes refs where terrain bytes changed", () => {
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const game = makeGameView({ width: 4, height: 4 });
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// Tile 3 starts with terrain byte 0. Pack a new terrain byte (0x80 = land)
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// for tile 3, and an unchanged terrain (0) for tile 7.
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const gu = makeEmptyGu(1);
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const TILE_3_PACKED = (0x80 << 16) | 0; // terrain changed
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const TILE_7_PACKED = 0; // terrain unchanged
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gu.packedTileUpdates = new Uint32Array([
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3,
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TILE_3_PACKED,
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7,
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TILE_7_PACKED,
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]);
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game.update(gu);
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expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([3, 7]);
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expect(game.recentlyUpdatedTerrainTiles()).toEqual([3]);
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});
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it("resets deltas to empty arrays each tick", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const gu1 = makeEmptyGu(1);
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gu1.packedTileUpdates = new Uint32Array([1, 0]);
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game.update(gu1);
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expect(game.recentlyUpdatedTiles().length).toBe(1);
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// Empty next tick → empty deltas
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game.update(makeEmptyGu(2));
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expect(game.recentlyUpdatedTiles()).toEqual([]);
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expect(game.recentlyUpdatedTerrainTiles()).toEqual([]);
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});
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});
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describe("GameView.update — tick & lifecycle", () => {
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it("ticks() reflects the last update's tick", () => {
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const game = makeGameView();
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expect(game.ticks()).toBe(0); // before any update
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game.update(makeEmptyGu(42));
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expect(game.ticks()).toBe(42);
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game.update(makeEmptyGu(43));
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expect(game.ticks()).toBe(43);
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});
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it("inSpawnPhase() is true until a SpawnPhaseEnd update flips it off", () => {
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const game = makeGameView();
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expect(game.inSpawnPhase()).toBe(true);
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game.update(makeEmptyGu(5));
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expect(game.inSpawnPhase()).toBe(true);
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const gu = makeEmptyGu(10);
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gu.updates[GameUpdateType.SpawnPhaseEnd] = [
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{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
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typeof makeEmptyGu
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>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
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];
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game.update(gu);
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expect(game.inSpawnPhase()).toBe(false);
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});
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it("ticksSinceStart returns 0 during spawn phase, otherwise difference from startTick", () => {
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const game = makeGameView();
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expect(game.ticksSinceStart()).toBe(0); // spawn phase
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const gu1 = makeEmptyGu(10);
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gu1.updates[GameUpdateType.SpawnPhaseEnd] = [
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{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
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typeof makeEmptyGu
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>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
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];
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game.update(gu1);
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expect(game.ticksSinceStart()).toBe(0); // tick=10, start=10
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game.update(makeEmptyGu(15));
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expect(game.ticksSinceStart()).toBe(5);
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});
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});
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describe("GameView — accessors used by FrameBuilder", () => {
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it("width() / height() forward to the underlying map", () => {
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const game = makeGameView({ width: 12, height: 8 });
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expect(game.width()).toBe(12);
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expect(game.height()).toBe(8);
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});
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it("tileStateBuffer() returns a Uint16Array of width*height", () => {
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const game = makeGameView({ width: 5, height: 4 });
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const buf = game.tileStateBuffer();
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expect(buf).toBeInstanceOf(Uint16Array);
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expect(buf.length).toBe(20);
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});
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it("tileStateBuffer() is a live reference — mutated by update()", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const buf = game.tileStateBuffer();
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const gu = makeEmptyGu(1);
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// Pack an owner ID into the low 12 bits of state for tile 6.
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gu.packedTileUpdates = new Uint32Array([6, 0x123]);
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game.update(gu);
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expect(buf[6] & 0xfff).toBe(0x123);
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});
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it("player(id) throws for unknown players (matches FrameBuilder's expectation)", () => {
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const game = makeGameView();
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expect(() => game.player("unknown")).toThrow();
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});
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it("config() returns the same Config instance passed in", () => {
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const game = makeGameView();
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expect(game.config()).toBe(game.config());
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});
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});
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describe("GameView.frameData() — renderer contract", () => {
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it("returns a stable object reference across ticks", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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const f1 = game.frameData();
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game.update(makeEmptyGu(2));
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const f2 = game.frameData();
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expect(f2).toBe(f1);
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});
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it("frame.tileState is === gameView.tileStateBuffer() (zero-copy)", () => {
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const game = makeGameView({ width: 4, height: 4 });
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game.update(makeEmptyGu(1));
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expect(game.frameData().tileState).toBe(game.tileStateBuffer());
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});
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it("frame.changedTiles is null on the first populate (signals full upload)", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const gu1 = makeEmptyGu(1);
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gu1.packedTileUpdates = new Uint32Array([1, 0, 2, 0]);
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game.update(gu1);
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expect(game.frameData().changedTiles).toBeNull();
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});
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it("frame.changedTiles becomes a delta array on subsequent populates", () => {
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const game = makeGameView({ width: 4, height: 4 });
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game.update(makeEmptyGu(1));
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const gu2 = makeEmptyGu(2);
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gu2.packedTileUpdates = new Uint32Array([3, 0, 5, 0, 9, 0]);
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game.update(gu2);
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const ct = game.frameData().changedTiles;
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expect(ct).not.toBeNull();
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expect(ct!.map((t) => t.ref).sort((a, b) => a - b)).toEqual([3, 5, 9]);
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});
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it("changedTiles scratch array is reused across ticks (no per-tick alloc)", () => {
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const game = makeGameView({ width: 4, height: 4 });
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game.update(makeEmptyGu(1)); // first populate (changedTiles = null)
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const gu2 = makeEmptyGu(2);
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gu2.packedTileUpdates = new Uint32Array([1, 0]);
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game.update(gu2);
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const ct1 = game.frameData().changedTiles;
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const gu3 = makeEmptyGu(3);
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gu3.packedTileUpdates = new Uint32Array([2, 0]);
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game.update(gu3);
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const ct2 = game.frameData().changedTiles;
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expect(ct2).toBe(ct1); // same array instance
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});
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it("frame.units is === gameView.unitStates() (same long-lived map)", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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expect(game.frameData().units).toBe(game.unitStates());
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});
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it("frame.players is === gameView.playerStates() (same long-lived map)", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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expect(game.frameData().players).toBe(game.playerStates());
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});
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it("frame.tick reflects the most recent gu.tick", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(42));
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expect(game.frameData().tick).toBe(42);
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game.update(makeEmptyGu(43));
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expect(game.frameData().tick).toBe(43);
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});
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it("frame.events.deadUnits is populated from inactive Unit updates", () => {
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const game = makeGameView();
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const gu = makeEmptyGu(1);
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gu.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 1, isActive: true, pos: 10 }),
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makeUnitUpdate({ id: 2, isActive: false, pos: 20 }),
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makeUnitUpdate({ id: 3, isActive: false, pos: 30 }),
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];
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game.update(gu);
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const dead = game.frameData().events.deadUnits;
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expect(dead.length).toBe(2);
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expect(dead.map((d) => d.pos).sort((a, b) => a - b)).toEqual([20, 30]);
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});
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it("frame.events arrays are cleared each tick (no event leakage)", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 1, isActive: false }),
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];
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game.update(gu1);
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expect(game.frameData().events.deadUnits.length).toBe(1);
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// Empty next tick → events cleared
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game.update(makeEmptyGu(2));
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expect(game.frameData().events.deadUnits.length).toBe(0);
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});
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it("frame.events.deadUnits array is reused (same reference)", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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const a1 = game.frameData().events.deadUnits;
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game.update(makeEmptyGu(2));
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expect(game.frameData().events.deadUnits).toBe(a1);
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});
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it("frame.tileMode is 'live'", () => {
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const game = makeGameView();
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expect(game.frameData().tileMode).toBe("live");
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});
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it("frame.structuresDirty is true on first populate (force initial upload)", () => {
|
|
const game = makeGameView();
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|
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);
|
|
});
|
|
});
|