Files
OpenFrontIO/tests/client/view/GameView.test.ts
T
evanpelle 5b663fae14 refactor: share renderer state shapes between game and WebGL renderer
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()).
2026-05-16 13:27:31 -07:00

475 lines
16 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;
for (const p of players) {
gu.playerNameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
}
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 — 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!.map((t) => t.ref).sort((a, b) => a - b)).toEqual([3, 5, 9]);
});
it("changedTiles scratch array is reused across ticks (no per-tick alloc)", () => {
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);
const ct1 = game.frameData().changedTiles;
const gu3 = makeEmptyGu(3);
gu3.packedTileUpdates = new Uint32Array([2, 0]);
game.update(gu3);
const ct2 = game.frameData().changedTiles;
expect(ct2).toBe(ct1); // same array instance
});
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.tileMode is 'live'", () => {
const game = makeGameView();
expect(game.frameData().tileMode).toBe("live");
});
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);
});
});