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https://github.com/openfrontio/OpenFrontIO.git
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5e4b2791aa
## Summary
Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.
### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)
`npm run perf:game` now reports:
- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)
New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.
### 2. Allocation reductions in the hot paths it found
| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |
### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)
| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |
## Determinism
Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.
## Test plan
- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
147 lines
4.6 KiB
TypeScript
147 lines
4.6 KiB
TypeScript
import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "../src/core/game/Game";
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import { setup } from "./util/Setup";
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let game: Game;
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let player: Player;
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let other: Player;
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describe("PlayerImpl", () => {
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beforeEach(async () => {
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game = await setup("plains", { instantBuild: true }, [
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new PlayerInfo("player", PlayerType.Human, null, "player_id"),
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new PlayerInfo("other", PlayerType.Human, null, "other_id"),
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]);
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player = game.player("player_id");
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other = game.player("other_id");
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player.conquer(game.ref(0, 0));
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other.conquer(game.ref(50, 50));
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player.addGold(BigInt(1000000));
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game.config().structureMinDist = () => 10;
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});
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test("City can be upgraded", () => {
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const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const buCity = player
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.buildableUnits(game.ref(0, 0))
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.find((bu) => bu.type === UnitType.City);
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expect(buCity).toBeDefined();
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expect(buCity!.canUpgrade).toBe(city.id());
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});
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test("DefensePost cannot be upgraded", () => {
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player.buildUnit(UnitType.DefensePost, game.ref(0, 0), {});
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const buDefensePost = player
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.buildableUnits(game.ref(0, 0))
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.find((bu) => bu.type === UnitType.DefensePost);
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expect(buDefensePost).toBeDefined();
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expect(buDefensePost!.canUpgrade).toBeFalsy();
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});
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test("City can be upgraded from another city", () => {
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const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(0, 1),
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);
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expect(cityToUpgrade).toBeTruthy();
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if (cityToUpgrade === false) {
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return;
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}
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expect(cityToUpgrade.id()).toBe(city.id());
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});
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test("City cannot be upgraded when too far away", () => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(50, 50),
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);
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expect(cityToUpgrade).toBe(false);
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});
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test("Unit cannot be upgraded when not enough gold", () => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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player.removeGold(BigInt(1000000));
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(0, 1),
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);
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expect(cityToUpgrade).toBe(false);
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});
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describe("units() type filtering", () => {
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beforeEach(() => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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player.buildUnit(UnitType.DefensePost, game.ref(11, 0), {});
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player.buildUnit(UnitType.City, game.ref(0, 11), {});
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player.buildUnit(UnitType.MissileSilo, game.ref(11, 11), {});
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});
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// Reference implementation: filter _units preserving insertion order.
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function expected(...types: UnitType[]) {
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const ts = new Set(types);
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return player.units().filter((u) => ts.has(u.type()));
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}
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test("single type returns matching units in insertion order", () => {
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expect(player.units(UnitType.City)).toEqual(expected(UnitType.City));
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expect(player.units(UnitType.City)).toHaveLength(2);
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});
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test("returns a fresh array, not the internal or shared buffer", () => {
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const a = player.units(UnitType.City);
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const b = player.units(UnitType.City);
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expect(a).not.toBe(b);
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expect(a).not.toBe(player.units());
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// Mutating one result must not affect a later query.
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a.length = 0;
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expect(player.units(UnitType.City)).toHaveLength(2);
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});
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test("two and three types return the union in insertion order", () => {
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expect(player.units(UnitType.City, UnitType.MissileSilo)).toEqual(
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expected(UnitType.City, UnitType.MissileSilo),
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);
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expect(
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player.units(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
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).toEqual(
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expected(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
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);
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// Duplicate types don't duplicate results.
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expect(player.units(UnitType.City, UnitType.City)).toEqual(
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expected(UnitType.City),
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);
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});
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test("four or more types (Set path) and no match", () => {
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expect(
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player.units(
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UnitType.City,
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UnitType.DefensePost,
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UnitType.MissileSilo,
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UnitType.Port,
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),
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).toEqual(
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expected(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
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);
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expect(player.units(UnitType.Port)).toEqual([]);
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});
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});
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test("Can't send alliance requests when dead", () => {
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// conquer other
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const otherTiles = other.tiles();
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for (const tile of otherTiles) {
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player.conquer(tile);
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}
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expect(other.canSendAllianceRequest(player)).toBe(false);
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});
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});
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