Files
Battle-for-Tismo/shared/game_state/serialization.js
T
adrien b2ab4d76eb Sped up large battles and trimmed snapshot traffic
- The bombardment overlay was rebuilt every animation frame, and each barrage
  scanned the whole army to find its target (O(strikes x units)). It now
  redraws at most at the renderer's 24 fps, reuses its SVG/DOM nodes, and
  resolves garrisons from one per-snapshot tile index, so a high-refresh
  display no longer makes a big battle worse.
- Route truncation had the same shape: every step of every route rescanned
  every unit. The snapshot now buckets the army by tile once.
- Idle units no longer have identical left/top rewritten every frame, and the
  whole-map fog buffer is rebuilt less often.
- Snapshot traffic: cityStats and visible are delta-encoded like territory and
  population, city stats carry a content-hash version, tile ethnicity is
  memoised, and a city's economy is derived once per broadcast instead of
  twice. A per-peer civ change now forces a full snapshot, since the visible
  set is per-viewer.
2026-09-21 02:23:04 +02:00

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// Serialisation: turning the live model into the snapshots the server ships to
// each viewer, with fog-of-war applied per civilisation.
import { parseKey } from "../hex.js";
import { OPINION } from "../data/politics.js";
import { EFFECT_RAIL_SPEED, EFFECT_CONSTRUCTION_SPEED, EFFECT_RESEARCH } from "../data/effects.js";
import { serializeSet } from "./helpers.js";
export const serializationMethods = {
snapshot(viewerCiv = -1) {
return this.viewerSnapshot(this.serializeShared(), viewerCiv);
},
serializeShared() {
// Built once and shared by every viewer. Its content hash doubles as the
// version that lets the server omit it from a delta when nothing moved, so
// a city panel is not re-sent on every 10 Hz broadcast.
const cityStats = this._serializeCityStats();
return {
seed: this.seed,
// The world-generation config the seed was generated with. The browser
// rebuilds the same terrain from it, so a game on a non-default map size
// or shape is rendered correctly instead of falling back to the default.
mapConfig: this.mapConfig,
// A local test game where the client offers free, instant orders.
testing: !!this.testing,
totalHours: this.totalHours,
civs: this.civilisations.map((c) => ({ id: c.id, name: c.name })),
protos: this.protoUnits.map((p) => ({ id: p.id, name: p.name })),
buildings: this.protoBuildings.map((b) => ({ id: b.id, name: b.name })),
governments: this.governments.map((g) => ({ id: g.id, name: g.name })),
technologies: this.technologies.map((t) => ({ id: t.id, name: t.name })),
cities: this._serializeCities(),
units: this._serializeUnits(),
territory: this._serializedTerritory,
// The pre-generated road tiles, as [x, y], and the player-built railway
// tiles, so the browser can draw the transport network. Roads change when
// a player builds or replaces one, so both are memoised against the
// improvement version.
roads: this._serializeTransport(this.roads, "_serializedRoadsCache"),
railways: this._serializeTransport(this.railways, "_serializedRailwaysCache"),
// War-time tile works: trenches as [x, y], military improvements as
// [x, y, id, owner, hp].
trenches: this._serializeTrenches(),
tileImprovements: this._serializeTileImprovements(),
// Each land tile's region: [x, y, cityId], so the browser attributes a
// tile's GDP modifiers to the city that develops it.
regions: this._serializeRegions(),
population: this._serializePopulation(),
// Sparse per-tile marks of war, so the browser can explain a tile's
// GDP per capita without shipping the whole breakdown for every tile.
tileGdpPenalties: this._serializeTileValues(this.tileGdpPenalty),
tileBattleGdpDeficits: this._serializeTileValues(this.tileBattleGdpDeficit),
civStats: this._serializeCivStats(),
cityStats: cityStats,
budgets: this._serializeCivValues(this.budgets),
culture: this._serializeCivValues(this.culture),
// Each nation's share of the world's cultural output (zero-sum) and the
// people's approval of every government.
cultureImpact: this._serializeCultureImpact(),
approval: this._serializeApproval(),
// The ethnic makeup of every populated tile and the policies and
// propaganda campaigns in play.
tileEthnicity: this._serializeTileEthnicity(),
policies: this._serializePolicies(),
campaigns: this._serializeCampaigns(),
// The people who moved in and out of each country during the last day.
migrations: this._serializeMigrations(),
// Every population's opinion of every other population and government,
// so the client can show and target the propaganda.
opinions: {
ethnic: this._serializeOpinionMatrix(this.ethnicOpinions),
government: this._serializeGovOpinionMatrix(),
},
government: this._serializeCivValues(this.government),
researched: this._serializeResearched(),
// Focused research: the technology each nation is working on, the points
// committed to every technology it has started, and how many levels of
// each repeatable it has.
focusTechnology: this._serializeCivValues(this.focusTechnology),
techProgress: this._serializeTechProgress(),
repeatCounts: this._serializeRepeatCounts(),
diplomacy: this._serializeDiplomacy(),
conflicts: this._serializeConflicts(),
news: this._serializeNews(),
battles: this._serializeBattles(),
// Each nation's indicators a month ago, for the summary change arrows;
// empty during January 2000, which has no past month.
monthly: this.monthlyStats || [],
training: Object.fromEntries(
Array.from(this.training.entries()).map(([cityId, queue]) => [
cityId,
queue.map((entry) => ({ ...entry })),
])
),
// The military improvements each nation has under construction, so the
// tile panel can show a progress bar like a city's production.
tileWorks: this._serializeTileWorks(),
// Which of the large per-tile collections changed since the last
// broadcast, so a viewer can rebuild only those and the server can omit
// the rest from the wire (see GameServer._broadcastState).
versions: {
territory: this._territoryVersion,
regions: this._regionVersion,
population: this._populationVersion,
ethnicity: this._ethnicityVersion,
improvements: this._improvementVersion,
warfare: this._tileImprovementVersion,
cityStats: hashCityStats(cityStats),
visible: this._visibleVersion,
},
};
},
viewerSnapshot(shared, viewerCiv, stats = null) {
const result = { ...shared };
result.viewer = viewerCiv;
result.viewerStats = stats || this.viewerStats(viewerCiv);
result.explored = this._cachedExplored(viewerCiv);
result.visible = serializeSet(this.visible.get(viewerCiv) || new Set());
return result;
},
viewerStats(viewerCiv) {
if (viewerCiv < 0) {
return {
population: 0, gdp: 0, gdpPerCapita: 0, budget: 0,
upkeep: 0, researchRate: 0, culture: 0, government: 0,
approval: 0.5, popularity: 0, cultureImpact: 0, ethnicMakeup: [],
constructionSpeed: 0, railSpeed: 0,
breakdown: null,
};
}
const headline = this._civHeadline(viewerCiv);
const modifiers = this.getCivModifiers(viewerCiv);
return {
...headline,
// Repeatable research the browser mirrors: construction and rail speed.
constructionSpeed: modifiers[EFFECT_CONSTRUCTION_SPEED] || 0,
railSpeed: modifiers[EFFECT_RAIL_SPEED] || 0,
budget: this.getBudget(viewerCiv),
upkeep: this.getPlayerUpkeep(viewerCiv),
// The research this nation creates each hour, all of which flows into the
// focused technology. There is no stock of points.
researchRate: modifiers[EFFECT_RESEARCH] || 0,
culture: this.getCulture(viewerCiv),
government: this.getGovernment(viewerCiv),
approval: this.getCivApproval(viewerCiv),
popularity: this.getCivPopularity(viewerCiv),
cultureImpact: this.getCulturalImpact(viewerCiv),
ethnicMakeup: this.getCivEthnicMakeup(viewerCiv),
breakdown: this.budgetBreakdown(viewerCiv),
};
},
_serializeCities() {
return this.cities.map((city) => ({
id: city.id,
civ: city.civ,
coords: [city.coords.x, city.coords.y],
name: city.name,
isCapital: city.isCapital,
// Whether a port may be raised here, so the browser can grey out the
// order without regenerating the map.
coastal: this.isCoastalCity(city),
population: city.population,
improvements: city.improvements,
buildings: { ...city.buildings },
statuses: city.statuses || [],
}));
},
_serializeUnits() {
const battle = this._battleUnitIds();
return this.units.map((unit) => {
const rawPath = unit.path || [];
const pathIndex = unit.pathIndex;
const path = rawPath.map((coords) => [coords.x, coords.y]);
const segmentHours = [];
for (let i = 1; i < rawPath.length; i++) {
segmentHours.push(this._tileTravelHours(unit, rawPath[i]));
}
let stepHours = 0;
if (pathIndex + 1 < rawPath.length) {
stepHours = this._tileTravelHours(unit, rawPath[pathIndex + 1]);
}
return {
id: unit.id,
civ: unit.civ,
proto: unit.proto,
coords: [unit.coords.x, unit.coords.y],
hp: unit.hp,
maxHp: unit.maxHp,
statuses: this._effectiveStatuses(unit, battle.has(unit.id)),
// Aircraft carry their endurance so the client can show the fuel left.
airHours: unit.airHours,
airborne: !!unit.airborne,
homeCityId: unit.homeCityId,
// A standing bombardment target (ground battery) or bomb-run target
// (aircraft), as [x, y], and the hour an aircraft may strike again.
strikeTarget: unit.strikeTarget
? [unit.strikeTarget.x, unit.strikeTarget.y]
: null,
strikeReadyHour: unit.strikeReadyHour || 0,
path,
pathIndex,
progressHours: unit.progressHours,
stepHours,
segmentHours,
waypoints: (unit.waypoints || []).map((coords) => [coords.x, coords.y]),
// A transport's cargo and any boarding still under way.
cargo: (unit.cargo || []).map((passenger) => ({ ...passenger })),
embarking: unit.embarking
? { hoursLeft: unit.embarking.hoursLeft, count: unit.embarking.ids.length }
: null,
};
});
},
// A sparse [x, y] list of every tile in `tiles`. The list is memoised against
// the improvement version: the pre-generated road network is laid once, and
// player-built roads and railways change it in step, so an unchanged network
// is not re-walked on every broadcast.
_serializeTransport(tiles, cacheField) {
const cached = this[cacheField];
if (cached && cached.version === this._improvementVersion) return cached.value;
const result = [];
for (const k of tiles) {
const coords = parseKey(k);
result.push([coords.x, coords.y]);
}
this[cacheField] = { version: this._improvementVersion, value: result };
return result;
},
_serializeTrenches() {
const result = [];
for (const k of this.trenches) {
const coords = parseKey(k);
result.push([coords.x, coords.y]);
}
return result;
},
_serializeTileImprovements() {
const result = [];
for (const [k, id] of this.tileImprovements) {
const coords = parseKey(k);
result.push([
coords.x,
coords.y,
id,
this.tileImprovementOwner.get(k) ?? -1,
this.tileImprovementHp.get(k) || 0,
]);
}
return result;
},
// A sparse [x, y, cityId] list of every tile's region, memoised against the
// region version so an unchanged world is not re-walked on every broadcast.
_serializeRegions() {
if (this._serializedRegionsCache &&
this._serializedRegionsCache.version === this._regionVersion) {
return this._serializedRegionsCache.value;
}
const result = [];
for (const [k, cityId] of this.tileRegion) {
const coords = parseKey(k);
result.push([coords.x, coords.y, cityId]);
}
this._serializedRegionsCache = { version: this._regionVersion, value: result };
return result;
},
_serializePopulation() {
if (this._serializedPopulationCache &&
this._serializedPopulationCache.version === this._populationVersion) {
return this._serializedPopulationCache.value;
}
const result = [];
for (const [k, value] of this.tilePopulation) {
const coords = parseKey(k);
result.push([coords.x, coords.y, Math.round(value)]);
}
this._serializedPopulationCache = { version: this._populationVersion, value: result };
return result;
},
// A sparse [x, y, value] list for a per-tile map, used for the war marks.
_serializeTileValues(values) {
const result = [];
for (const [k, value] of values) {
const coords = parseKey(k);
result.push([coords.x, coords.y, value]);
}
return result;
},
// One entry per civilisation with its headline economy figures, so the
// diplomacy panel can show every nation's standing without a second lookup.
_serializeCivStats() {
return this.civilisations.map((_, index) => ({
...this._civHeadline(index),
approval: this.getCivApproval(index),
popularity: this.getCivPopularity(index),
cultureImpact: this.getCulturalImpact(index),
}));
},
// One entry per city with its region's population, GDP and tax, so the city
// government panel can show what each region collects.
_serializeCityStats() {
return this.cities.map((city) => {
const economy = this.getCityEconomy(city);
return {
id: city.id,
civ: city.civ,
name: city.name,
isCapital: city.isCapital,
population: Math.round(economy.population),
gdp: economy.gdp,
base: economy.base,
modifier: economy.base > 0 ? economy.income / economy.base - 1 : 0,
approval: economy.approval,
income: economy.income,
// The region's own income and building upkeep, for the city budget tab.
budget: this.cityBudgetBreakdown(city, economy),
// The ethnicity of the region's people, for the circle graph.
ethnicMakeup: this.getCityEthnicMakeup(city),
};
});
},
// Population, GDP and GDP per capita for one civilisation: the headline
// figures the diplomacy panel and the viewer's own stats both show.
_civHeadline(civ) {
const aggregates = this._playerAggregates(civ);
const population = Math.round(aggregates.population);
const gdp = aggregates.gdp;
return { population, gdp, gdpPerCapita: population > 0 ? gdp / population : 0 };
},
_serializeCivValues(values) {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
result.push(values.has(i) ? values.get(i) : 0);
}
return result;
},
// The points each nation has committed to every technology it has started,
// as { technologyIndex: points } objects. Work is never lost when the focus
// changes, so every started technology travels in the snapshot.
_serializeTechProgress() {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
const map = this.techProgress.get(i);
const record = {};
if (map) {
for (const [index, points] of map) {
if (points > 0) record[index] = points;
}
}
result.push(record);
}
return result;
},
// The tile improvements under construction, one array per nation, each entry
// { coords: [x, y], id, elapsedHours, totalHours }.
_serializeTileWorks() {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
const queue = this.tileWorks.get(i) || [];
result.push(
queue.map((work) => ({
coords: [work.coords.x, work.coords.y],
id: work.id,
elapsedHours: work.elapsedHours,
totalHours: work.totalHours,
}))
);
}
return result;
},
_serializeResearched() {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
const set = this.researched.get(i) || new Set();
const indices = Array.from(set).sort((a, b) => a - b);
result.push(indices);
}
return result;
},
// How many times each nation has researched every repeatable technology, as
// { technologyId: count } objects, skipping the unused ones.
_serializeRepeatCounts() {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
const counts = this.repeatCounts.get(i);
const record = {};
if (counts) {
for (const [id, count] of counts) {
if (count > 0) record[id] = count;
}
}
result.push(record);
}
return result;
},
// Every unordered pair with its current status. With a handful of
// civilisations the whole matrix is tiny, and it lets the client show the
// status of every nation without a second lookup.
_serializeDiplomacy() {
const result = [];
for (let a = 0; a < this.civilisations.length; a++) {
for (let b = a + 1; b < this.civilisations.length; b++) {
result.push([a, b, this.getRelation(a, b)]);
}
}
return result;
},
// Every ongoing war with its start date and the casualties each side has
// suffered, broken down into military and civilian dead.
_serializeConflicts() {
const result = [];
for (const conflict of this.conflicts.values()) {
result.push({
a: conflict.a,
b: conflict.b,
started: conflict.startDate,
startHours: conflict.startHours,
sides: [conflict.a, conflict.b].map((civ) => ({
civ,
military: conflict.military.get(civ) || 0,
civilians: Math.round(conflict.civilians.get(civ) || 0),
})),
});
}
return result;
},
_serializeNews() {
return this.news.map((entry) => ({ ...entry }));
},
// One entry per battlefield: [x, y, defenderCiv, attackerCiv]. The tile's
// owner is the defender when present; otherwise the lowest-numbered civ on
// the tile defends. The browser uses this to draw the two stacks facing each
// other with the battle icon between them.
_serializeBattles() {
const result = [];
for (const battle of this._battleTiles()) {
const civs = Array.from(battle.civs).sort((a, b) => a - b);
const owner = this.civAt(battle.coords);
const defender = this._defenderCiv(battle, civs, owner);
const attacker = civs.find((civ) => civ !== defender);
if (attacker === undefined) continue;
result.push([battle.coords.x, battle.coords.y, defender, attacker]);
}
return result;
},
// The side that charged in is the attacker; the occupants defend. When that is
// ambiguous (a mutual charge, or a third party) fall back to the tile's owner
// and then to the lowest-numbered civ present.
_defenderCiv(battle, civs, owner) {
const invaders = new Set();
let hasDefender = false;
for (const unit of battle.units) {
if (unit.invader) invaders.add(unit.civ);
else hasDefender = true;
}
const defenders = civs.filter((civ) => !invaders.has(civ));
if (invaders.size > 0 && hasDefender && defenders.length > 0) {
if (defenders.length === 1) return defenders[0];
return defenders.includes(owner) ? owner : defenders[0];
}
return civs.includes(owner) ? owner : civs[0];
},
// --------------------------------------------------------- politics --
// Every nation's share of world culture, as a fraction per civilisation.
_serializeCultureImpact() {
return this.civilisations.map((_, index) =>
roundTo(this.getCulturalImpact(index), 4)
);
},
// approval[a][b] is the share of civilisation a's people who approve of
// civilisation b's government. The diagonal is each nation's own standing.
// The N×N matrix weights every nation's opinion over every tile it holds, so
// it is memoised against the politics version: snapshots are broadcast on
// every dirty frame but approval only moves when politics does.
_serializeApproval() {
if (this._approvalMatrixCache && this._approvalMatrixCache.version === this._politicsVersion) {
return this._approvalMatrixCache.value;
}
const result = [];
for (let a = 0; a < this.civilisations.length; a++) {
const row = [];
for (let b = 0; b < this.civilisations.length; b++) {
row.push(roundTo(this._weightedOpinions(this._territoryByCiv.get(a) || [], b).approval, 3));
}
result.push(row);
}
this._approvalMatrixCache = { version: this._politicsVersion, value: result };
return result;
},
// Sparse [x, y, [[ethnicity, share, trend], ...]] for every populated tile,
// where trend is the net migration over the last day. Memoised against the
// ethnicity version and the current migration delta store: the shares only
// move when politics does, so re-walking every populated tile on every 10 Hz
// broadcast was pure waste (the delta wire format drops it anyway).
_serializeTileEthnicity() {
const cache = this._serializedTileEthnicityCache;
if (cache &&
cache.version === this._ethnicityVersion &&
cache.deltas === this._migrationDeltas.tile) {
return cache.value;
}
const result = [];
for (const [k, shares] of this.tileEthnicity) {
const coords = parseKey(k);
const entries = [];
for (const [ethnicity, share] of shares) {
if (share < 0.005) continue;
entries.push([
ethnicity,
roundTo(share, 3),
Math.round(this._trendAt(this._migrationDeltas.tile, k, ethnicity)),
]);
}
if (entries.length === 0) continue;
result.push([coords.x, coords.y, entries]);
}
this._serializedTileEthnicityCache = {
version: this._ethnicityVersion,
deltas: this._migrationDeltas.tile,
value: result,
};
return result;
},
_serializePolicies() {
const result = [];
for (let civ = 0; civ < this.civilisations.length; civ++) {
const record = this.policies.get(civ) || [];
result.push({
civ,
list: record.map((policy) => ({
id: policy.id,
type: policy.type,
ethnicity: policy.ethnicity,
})),
});
}
return result;
},
_serializeCampaigns() {
return this.campaigns.map((campaign) => ({
id: campaign.id,
civ: campaign.civ,
observer: campaign.observer,
targetKind: campaign.targetKind,
target: campaign.target,
direction: campaign.direction,
hourlyCost: campaign.hourlyCost,
startedHours: campaign.startedHours,
}));
},
// The last day's migration into and out of each country, with each flow as
// [ethnicity, people].
_serializeMigrations() {
const result = [];
for (let civ = 0; civ < this.civilisations.length; civ++) {
const flow = this.migrations.get(civ);
result.push({
civ,
inbound: mapToEntries(flow ? flow.inbound : null),
outbound: mapToEntries(flow ? flow.outbound : null),
});
}
return result;
},
// A dense observer x target matrix. A missing entry is the neutral baseline.
_serializeOpinionMatrix(store) {
const result = [];
for (let observer = 0; observer < this.civilisations.length; observer++) {
const inner = store.get(observer);
const row = [];
for (let target = 0; target < this.civilisations.length; target++) {
row.push(roundTo(inner && inner.has(target) ? inner.get(target) : OPINION.baseline, 3));
}
result.push(row);
}
return result;
},
// The government matrix folds each war crime grudge into the base opinion.
_serializeGovOpinionMatrix() {
const result = [];
for (let observer = 0; observer < this.civilisations.length; observer++) {
const row = [];
for (let target = 0; target < this.civilisations.length; target++) {
row.push(roundTo(this.getGovOpinion(observer, target), 3));
}
result.push(row);
}
return result;
},
};
function roundTo(value, digits) {
const factor = Math.pow(10, digits);
return Math.round(value * factor) / factor;
}
// A cheap, stable fingerprint of the serialised city stats. Comparing it lets
// the server treat cityStats like the other versioned collections without
// having to hook every economy-affecting mutation (pillage, battle scars,
// approval drift, research) individually.
function hashCityStats(stats) {
const text = JSON.stringify(stats);
let hash = 2166136261;
for (let i = 0; i < text.length; i++) {
hash = Math.imul(hash ^ text.charCodeAt(i), 16777619);
}
return `${text.length}:${(hash >>> 0).toString(36)}`;
}
// A Map<ethnicity, number> as sorted [ethnicity, roundedNumber] pairs, dropping
// zero entries.
function mapToEntries(map) {
if (!map) return [];
const result = [];
for (const [ethnicity, value] of map) {
const rounded = Math.round(value);
if (rounded === 0) continue;
result.push([ethnicity, rounded]);
}
result.sort((a, b) => b[1] - a[1]);
return result;
}