mirror of
https://github.com/openfrontio/OpenFrontIO.git
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bca980f572
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>
215 lines
5.9 KiB
TypeScript
215 lines
5.9 KiB
TypeScript
/**
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* Stub builders for GameView/PlayerView/UnitView unit tests.
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*
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* These tests don't go through the full game setup (which creates a worker
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* and runs the simulation) — they exercise the view classes directly with
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* minimal stubs for their dependencies.
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*/
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import { colord } from "colord";
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import { Theme } from "../../src/client/theme/ThemeProvider";
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import { GameView } from "../../src/client/view/GameView";
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import { PlayerView } from "../../src/client/view/PlayerView";
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import { Config } from "../../src/core/configuration/Config";
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import {
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NameViewData,
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PlayerType,
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Team,
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UnitType,
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} from "../../src/core/game/Game";
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import { GameMapImpl } from "../../src/core/game/GameMap";
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import {
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GameUpdateType,
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GameUpdateViewData,
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PlayerUpdate,
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UnitUpdate,
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} from "../../src/core/game/GameUpdates";
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import { TerrainMapData } from "../../src/core/game/TerrainMapLoader";
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import { Player, PlayerCosmetics } from "../../src/core/Schemas";
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import { WorkerClient } from "../../src/core/worker/WorkerClient";
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/** Theme stub — returns deterministic colors so PlayerView's color math works. */
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export function stubTheme(): Theme {
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const white = colord("#ffffff");
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const grey = colord("#808080");
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const defended = { light: white, dark: grey };
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return {
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teamColor: () => white,
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territoryColor: () => white,
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structureColors: () => defended,
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borderColor: () => grey,
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defendedBorderColors: () => defended,
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focusedBorderColor: () => grey,
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spawnHighlightColor: () => white,
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};
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}
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/** Minimum Config stub for view tests. Extend as test needs grow. */
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export function stubConfig(overrides: Partial<Config> = {}): Config {
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const theme = stubTheme();
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const cfg = {
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theme: () => theme,
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SAMCooldown: () => 120,
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SiloCooldown: () => 75,
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deleteUnitCooldown: () => 0,
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spawnImmunityDuration: () => 0,
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nationSpawnImmunityDuration: () => 0,
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unitInfo: () => ({ maxHealth: 100, constructionDuration: 20 }),
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disableAlliances: () => false,
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allianceDuration: () => 100,
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deletionMarkDuration: () => 300,
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nukeMagnitudes: () => ({ inner: 0, outer: 0 }),
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nukeAllianceBreakThreshold: () => 0,
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userSettings: () => ({}),
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...overrides,
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} as unknown as Config;
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return cfg;
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}
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/** WorkerClient stub. View classes only call worker.* in async methods we don't exercise. */
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export function stubWorker(): WorkerClient {
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return {} as unknown as WorkerClient;
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}
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/** Build TerrainMapData wrapping a fresh GameMapImpl of the given size. */
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export function stubTerrainMap(width = 10, height = 10): TerrainMapData {
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const terrain = new Uint8Array(width * height);
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const gameMap = new GameMapImpl(width, height, terrain, 0);
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return {
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nations: [],
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additionalNations: [],
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gameMap,
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miniGameMap: gameMap,
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} as unknown as TerrainMapData;
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}
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export interface GameViewStubOptions {
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width?: number;
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height?: number;
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myClientID?: string;
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myUsername?: string;
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myClanTag?: string | null;
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humans?: Player[];
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config?: Config;
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}
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/** Construct a GameView with minimal dependencies. */
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export function makeGameView(opts: GameViewStubOptions = {}): GameView {
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return new GameView(
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stubWorker(),
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opts.config ?? stubConfig(),
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stubTerrainMap(opts.width ?? 10, opts.height ?? 10),
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opts.myClientID,
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opts.myUsername ?? "tester",
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opts.myClanTag ?? null,
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"test-game",
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opts.humans ?? [],
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);
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}
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// ── Synthetic update builders ──
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export function makePlayerUpdate(
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overrides: Partial<PlayerUpdate> = {},
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): PlayerUpdate {
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return {
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type: GameUpdateType.Player,
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clientID: "client-a",
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name: "Alice",
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displayName: "Alice",
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id: "player-a",
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smallID: 1,
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playerType: PlayerType.Human,
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isAlive: true,
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isDisconnected: false,
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tilesOwned: 0,
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gold: 0n,
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troops: 100,
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allies: [],
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embargoes: new Set(),
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isTraitor: false,
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targets: [],
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outgoingEmojis: [],
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outgoingAttacks: [],
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incomingAttacks: [],
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outgoingAllianceRequests: [],
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alliances: [],
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hasSpawned: true,
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betrayals: 0,
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lastDeleteUnitTick: 0,
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isLobbyCreator: false,
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...overrides,
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};
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}
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export function makeUnitUpdate(
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overrides: Partial<UnitUpdate> = {},
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): UnitUpdate {
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return {
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type: GameUpdateType.Unit,
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unitType: UnitType.Warship,
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troops: 0,
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id: 1,
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ownerID: 1,
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pos: 0,
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lastPos: 0,
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isActive: true,
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reachedTarget: false,
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targetable: true,
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markedForDeletion: false,
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missileTimerQueue: [],
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level: 1,
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hasTrainStation: false,
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...overrides,
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};
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}
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export function makeNameViewData(
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overrides: Partial<NameViewData> = {},
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): NameViewData {
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return { x: 0, y: 0, size: 12, ...overrides };
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}
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export interface PlayerViewStubOptions {
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game?: GameView;
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data?: Partial<PlayerUpdate>;
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nameData?: NameViewData;
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cosmetics?: PlayerCosmetics;
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}
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/** Construct a PlayerView with minimal dependencies. */
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export function makePlayerView(opts: PlayerViewStubOptions = {}): PlayerView {
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return new PlayerView(
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opts.game ?? makeGameView(),
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makePlayerUpdate(opts.data),
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opts.nameData ?? makeNameViewData(),
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opts.cosmetics ?? {},
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);
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}
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/**
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* Build a GameUpdateViewData with no updates and an empty packed tile delta.
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* Caller can fill in updates[GameUpdateType.X] arrays as needed.
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*/
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export function makeEmptyGu(
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tick: number,
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overrides: Partial<GameUpdateViewData> = {},
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): GameUpdateViewData {
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const updates = Object.fromEntries(
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Object.values(GameUpdateType)
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.filter((v): v is number => typeof v === "number")
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.map((k) => [k, []]),
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) as unknown as GameUpdateViewData["updates"];
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return {
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tick,
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updates,
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packedTileUpdates: new Uint32Array(0),
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// playerNameViewData deliberately absent — production omits it on every
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// tick between placement rebuilds, so the stub default must exercise the
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// absent path. Tests that need placements set it explicitly.
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...overrides,
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};
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}
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export { Team };
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