Evan aa22339f96 Add a main-thread perf harness for the worker → client update pipeline (#4243)
## What

`npm run perf:client` — a headless harness (companion to `npm run
perf:game` from #4228) that measures the **main-thread burst** the
client runs every simulation tick. The sim ticks at 10Hz in a worker;
each tick the main thread synchronously runs deserialization →
`GameView.update()` → `WebGLFrameBuilder.update()` → HUD ticks. On
low-end devices that burst exceeds the 16.7ms frame budget and shows up
as a stutter every 100ms. Before optimizing that path, this gives us
numbers.

Per tick it runs the real pipeline end to end and times three stages:

- **clone** — `structuredClone` of the `GameUpdateViewData` with the
same transfer list `Worker.worker.ts` uses (serialize+deserialize, an
upper bound on the main-thread share of the real `postMessage`)
- **view** — the real client `GameView.update()`, including all
`populateFrame()` derivations
- **builder** — the real `WebGLFrameBuilder.update()` against a no-op GL
stub that counts payload sizes

It reports mean/p50/p95/p99/max per stage, slowest bursts with their
tile counts, payload stats, a filtered V8 CPU profile table, and writes
a `.cpuprofile`. Not covered (browser-only): CPU inside the WebGL view's
`update*()` methods and HUD layer ticks.

Same flags as `perf:game`: `--map --ticks --bots --nations --seed --top
--no-cpu-profile`.

## Determinism

- Prints the sim **Final hash**, which matches the `perf:game`
references on all three standard configs (world/200t/100b →
`5607618202213430`, default → `29309648281599524`, giantworldmap/600t →
`39945089450032050`) — the harness's worker side is faithful.
- Prints a **View hash** (FNV over the tile-state buffer, FrameData
deriveds, and per-player/unit view state) — verified stable across runs.
Client-side optimizations should keep it identical, the same workflow as
the sim hash.

## Baseline (this machine; low-end devices are ~5–20× slower)

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

| stage | mean | p50 | p95 | p99 | max |
|---|---|---|---|---|---|
| clone (serialize+deserialize) | 1.02ms | 0.96 | 1.53 | 2.11 | 9.15 |
| GameView.update | 0.62ms | 0.58 | 0.93 | 1.25 | 5.09 |
| WebGLFrameBuilder.update | 0.04ms | 0.04 | 0.05 | 0.07 | 0.17 |
| **TOTAL burst** | **1.67ms** | **1.60** | **2.46** | **3.47** |
**10.3** |

giantworldmap/600t: TOTAL mean 2.54ms, p99 5.65ms, max 6.42ms.

Notable: the clone is the largest stage (~60%) — the packed tile/motion
buffers transfer for free, so the cost is structured-cloning the
`updates` object (~278 partial player updates/tick on world, ~508 on
giantworldmap). Inside `view`, the recurring cost is `populateFrame`'s
derivations (`computePlayerStatus`, the O(players²) relation matrix,
alliance clusters); tile apply dominates the land-grab spikes.

## Code changes outside the harness

- `WebGLFrameBuilder`: the `./render/gl` import is now `import type` so
the module loads under Node — a value import pulls `GPURenderer` and its
`.glsl?raw` shader imports. No behavior change (the symbols were only
used in type positions).
- `tests/perf/client/Shims.ts`: an in-memory `localStorage` shim so
`UserSettings`/theme code runs under Node (all settings resolve to
defaults, which is also the deterministic choice).

## Verification

- Sim + view hashes identical on repeat runs.
- `npm test` (1474 tests), `eslint`, `prettier --check`, `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 12:25:54 -07:00
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2026-05-31 15:09:08 +01:00
2026-04-01 20:03:39 -07:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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