Files
OpenFrontIO/src/core/GameRunner.ts
T
Evan bca980f572 Shrink the per-tick worker → main update payload by ~90% (#4244)
Stacked on #4243 (the `perf:client` harness) — first step of fixing the
every-100ms main-thread stutter: make the per-tick burst small before
spreading what remains across frames.

## Problem

The harness showed the main-thread burst was dominated by
`structuredClone` of the `updates` object, and the clone was dominated
by two kinds of per-tick churn that re-sent object payloads every tick:

- `gold` / `troops` / `tilesOwned` change for nearly every alive player
every tick → ~278 partial `PlayerUpdate` objects per tick (world/400
bots), ~508 on giantworldmap.
- Attack troop counts tick down every tick → whole
`outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting
player every tick.
- `playerNameViewData` (an all-players record) was cloned every tick but
only recomputed every 30 ticks.

## Change

Three additions to the worker → main protocol (all transferable,
zero-clone):

1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]`
float64 quads for players whose stats changed. These fields no longer
appear in `PlayerUpdate` diffs (first emissions still carry the full
snapshot). Gold is exact in a float64 (game values ≪ 2^53).
2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index,
troops]` quads. Attack arrays are only resent when
membership/order/retreating changes — which is exactly the condition
that keeps the patch indexes valid (a tick either resends an array or
patches it, never both).
3. **`playerNameViewData` is now optional** — attached only on
placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn
end). The client keeps the last applied values; dead players' name
placements freeze at death (matching the previous effective behavior).

On the client, `GameView.populateFrame` now also rebuilds `names` /
`relationMatrix` / `allianceClusters` only when their inputs changed
that tick — field presence on a partial `PlayerUpdate` marks them dirty.
(`playerStatus`, nuke telegraphs, and attack rings still recompute every
tick; they're tick- or unit-dependent.)

## Results (perf:client, this machine; low-end devices ~5–20× slower)

Default run (world, 400 bots, 1800 ticks):

| stage | before | after |
|---|---|---|
| clone (serialize+deserialize) | 1.02ms | **0.09ms** |
| GameView.update | 0.62ms | **0.29ms** |
| WebGLFrameBuilder.update | 0.04ms | 0.04ms |
| **TOTAL burst mean** | **1.67ms** | **0.42ms** |
| TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** |

giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5
per tick (world), 508 → 12 (giant). The remaining burst is mostly tile
apply + per-tick derivations — the part that frame-spreading (next step)
addresses.

## Verification

- **Sim final hash unchanged** on all three reference configs
(`5607618202213430`, `29309648281599524`, `39945089450032050`) — no
simulation behavior change.
- **View hash unchanged** on all three configs (`942106e9`, `a3aae227`,
`cbaaf265`) — the rendered view state is provably identical
tick-for-tick, including the name-freeze semantics.
- New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner
cadence), packed-channel and freeze-at-death cases in
`tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests
and updated diff contract in `tests/GameUpdateUtils.test.ts` /
`tests/PlayerUpdateDiff.test.ts`.
- `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all
pass.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:50:56 -07:00

308 lines
9.3 KiB
TypeScript

import { placeName, placeSpawnName } from "../client/hud/NameBoxCalculator";
import { Config } from "./configuration/Config";
import { Executor } from "./execution/ExecutionManager";
import { RecomputeRailClusterExecution } from "./execution/RecomputeRailClusterExecution";
import { SpawnTimerExecution } from "./execution/SpawnTimerExecution";
import { WinCheckExecution } from "./execution/WinCheckExecution";
import {
AllPlayers,
BuildableUnit,
Game,
GameType,
GameUpdates,
NameViewData,
Player,
PlayerActions,
PlayerBorderTiles,
PlayerBuildableUnitType,
PlayerID,
PlayerInfo,
PlayerProfile,
PlayerType,
UnitType,
} from "./game/Game";
import { createGame } from "./game/GameImpl";
import { TileRef } from "./game/GameMap";
import { GameMapLoader } from "./game/GameMapLoader";
import { ErrorUpdate, GameUpdateViewData } from "./game/GameUpdates";
import { createNationsForGame } from "./game/NationCreation";
import { loadTerrainMap as loadGameMap } from "./game/TerrainMapLoader";
import { PseudoRandom } from "./PseudoRandom";
import { ClientID, GameStartInfo, Turn } from "./Schemas";
import { simpleHash } from "./Util";
export async function createGameRunner(
gameStart: GameStartInfo,
clientID: ClientID | undefined,
mapLoader: GameMapLoader,
callBack: (gu: GameUpdateViewData | ErrorUpdate) => void,
): Promise<GameRunner> {
const config = new Config(gameStart.config, null, false);
const gameMap = await loadGameMap(
gameStart.config.gameMap,
gameStart.config.gameMapSize,
mapLoader,
);
const random = new PseudoRandom(simpleHash(gameStart.gameID));
const humans = gameStart.players.map((p) => {
return new PlayerInfo(
p.username,
PlayerType.Human,
p.clientID,
random.nextID(),
p.isLobbyCreator ?? false,
p.clanTag,
p.friends ?? [],
);
});
const nations = createNationsForGame(
gameStart,
gameMap.nations,
gameMap.additionalNations,
humans.length,
random,
);
const game: Game = createGame(
humans,
nations,
gameMap.gameMap,
gameMap.miniGameMap,
config,
gameMap.teamGameSpawnAreas,
);
const gr = new GameRunner(
game,
new Executor(game, gameStart.gameID, clientID),
callBack,
);
gr.init();
return gr;
}
export class GameRunner {
private turns: Turn[] = [];
private currTurn = 0;
private isExecuting = false;
private playerViewData: Record<PlayerID, NameViewData> = {};
constructor(
public game: Game,
private execManager: Executor,
private callBack: (gu: GameUpdateViewData | ErrorUpdate) => void,
) {}
init() {
if (this.game.config().gameConfig().gameType !== GameType.Singleplayer) {
this.game.addExecution(new SpawnTimerExecution());
}
if (this.game.config().spawnNations()) {
this.game.addExecution(...this.execManager.nationExecutions());
}
if (this.game.config().isRandomSpawn()) {
this.game.addExecution(...this.execManager.spawnPlayers());
}
if (this.game.config().bots() > 0) {
this.game.addExecution(
...this.execManager.spawnTribes(this.game.config().bots()),
);
}
this.game.addExecution(new WinCheckExecution());
if (!this.game.config().isUnitDisabled(UnitType.Factory)) {
this.game.addExecution(
new RecomputeRailClusterExecution(this.game.railNetwork()),
);
}
}
public addTurn(turn: Turn): void {
this.turns.push(turn);
}
public executeNextTick(pendingTurns?: number): boolean {
if (this.isExecuting) {
return false;
}
if (this.currTurn >= this.turns.length) {
return false;
}
this.isExecuting = true;
this.game.addExecution(
...this.execManager.createExecs(this.turns[this.currTurn]),
);
this.currTurn++;
const wasInSpawnPhase = this.game.inSpawnPhase();
let updates: GameUpdates;
let tickExecutionDuration: number;
try {
const startTime = performance.now();
updates = this.game.executeNextTick();
const endTime = performance.now();
tickExecutionDuration = endTime - startTime;
} catch (error: unknown) {
if (error instanceof Error) {
console.error("Game tick error:", error.message);
this.callBack({
errMsg: error.message,
stack: error.stack,
} as ErrorUpdate);
} else {
console.error("Game tick error:", error);
}
this.isExecuting = false;
return false;
}
// Track whether placements were recomputed this tick — the record is
// only attached to the update when it could have changed, so the main
// thread doesn't structured-clone an identical ~all-players record on
// every other tick.
let viewDataChanged = false;
if (this.game.inSpawnPhase()) {
for (const p of this.game.players()) {
if (p.type() !== PlayerType.Human && p.type() !== PlayerType.Nation) {
continue;
}
if (p.spawnTile() === undefined) continue;
this.playerViewData[p.id()] = placeSpawnName(this.game, p);
viewDataChanged = true;
}
}
const spawnJustEnded = wasInSpawnPhase && !this.game.inSpawnPhase();
if (
spawnJustEnded ||
this.game.ticks() < 3 ||
this.game.ticks() % 30 === 0
) {
for (const p of this.game.players()) {
this.playerViewData[p.id()] = placeName(this.game, p);
}
viewDataChanged = true;
}
const packedTileUpdates = this.game.drainPackedTileUpdates();
const packedMotionPlans = this.game.drainPackedMotionPlans();
const packedPlayerUpdates = this.game.drainPackedPlayerUpdates();
const packedAttackUpdates = this.game.drainPackedAttackUpdates();
this.callBack({
tick: this.game.ticks(),
packedTileUpdates,
...(packedMotionPlans ? { packedMotionPlans } : {}),
...(packedPlayerUpdates ? { packedPlayerUpdates } : {}),
...(packedAttackUpdates ? { packedAttackUpdates } : {}),
updates: updates,
...(viewDataChanged ? { playerNameViewData: this.playerViewData } : {}),
tickExecutionDuration: tickExecutionDuration,
pendingTurns: pendingTurns ?? 0,
});
this.isExecuting = false;
return true;
}
public pendingTurns(): number {
return Math.max(0, this.turns.length - this.currTurn);
}
public playerBuildables(
playerID: PlayerID,
x?: number,
y?: number,
units?: readonly PlayerBuildableUnitType[],
): BuildableUnit[] {
const player = this.game.player(playerID);
const tile =
x !== undefined && y !== undefined ? this.game.ref(x, y) : null;
return player.buildableUnits(tile, units);
}
public playerActions(
playerID: PlayerID,
x?: number,
y?: number,
units?: readonly PlayerBuildableUnitType[] | null,
): PlayerActions {
const player = this.game.player(playerID);
const tile =
x !== undefined && y !== undefined ? this.game.ref(x, y) : null;
const actions = {
canAttack: tile !== null && player.canAttack(tile),
buildableUnits: units === null ? [] : player.buildableUnits(tile, units),
canSendEmojiAllPlayers: player.canSendEmoji(AllPlayers),
canEmbargoAll: player.canEmbargoAll(),
} as PlayerActions;
if (tile !== null && this.game.hasOwner(tile)) {
const other = this.game.owner(tile) as Player;
actions.interaction = {
sharedBorder: player.sharesBorderWith(other),
canSendEmoji: player.canSendEmoji(other),
canTarget: player.canTarget(other),
canSendAllianceRequest: player.canSendAllianceRequest(other),
canBreakAlliance: player.isAlliedWith(other),
canDonateGold: player.canDonateGold(other),
canDonateTroops: player.canDonateTroops(other),
canEmbargo: !player.hasEmbargoAgainst(other),
allianceInfo: player.allianceInfo(other) ?? undefined,
};
}
return actions;
}
public playerProfile(playerID: number): PlayerProfile {
const player = this.game.playerBySmallID(playerID);
if (!player.isPlayer()) {
throw new Error(`player with id ${playerID} not found`);
}
return player.playerProfile();
}
public playerBorderTiles(playerID: PlayerID): PlayerBorderTiles {
const player = this.game.player(playerID);
if (!player.isPlayer()) {
throw new Error(`player with id ${playerID} not found`);
}
return {
borderTiles: player.borderTiles(),
} as PlayerBorderTiles;
}
public attackClusteredPositions(
playerID: number,
attackID?: string,
): { id: string; positions: { x: number; y: number }[] }[] {
const player = this.game.playerBySmallID(playerID);
if (!player.isPlayer())
throw new Error(`player with id ${playerID} not found`);
const all = [...player.outgoingAttacks(), ...player.incomingAttacks()];
const attacks = attackID ? all.filter((a) => a.id() === attackID) : all;
return attacks.map((a) => ({
id: a.id(),
positions: a.clusteredPositions().map((tile) => ({
x: this.game.map().x(tile),
y: this.game.map().y(tile),
})),
}));
}
public bestTransportShipSpawn(
playerID: PlayerID,
targetTile: TileRef,
): TileRef | false {
const player = this.game.player(playerID);
if (!player.isPlayer()) {
throw new Error(`player with id ${playerID} not found`);
}
return player.bestTransportShipSpawn(targetTile);
}
}