feedback1 final: the boss-field speed test tolerates CI runners (1.0 ms with CI set, best of three runs; 0.5 ms locally)
test/sim/robustness.test.js "performance: heavy 2-player boss field" failed on GitHub's windows runners (0.51-0.58 ms per tick against the 0.5 ms bar) on PR #10, PR #12, PR #14 and master's own push. The bar stays 0.5 ms on a development machine and is 1.0 ms when process.env.CI is set (GitHub sets it); the measured time is the best of three runs of the same battle after two warm-up battles, each run still checking the peak, the 18 operators and zero errors. Documented in the test header, DESIGN §11 and the CHANGELOG's 工具 section.
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@@ -89,6 +89,7 @@
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### 工具
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- 领袖战性能测试在 CI(GitHub 的 Windows 机器较慢)上的门槛放宽到每帧 1.0 毫秒,并取三次运行中最快的一次;本地仍按 0.5 毫秒检查。
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- 素材下载有文件失败时,不再悄悄删掉 data/assets.json 里的条目,而是列出这些条目并保留原文件;确实要缩小时加 --allow-shrink(PR #7 指出)。
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### 核实后不是问题
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@@ -501,7 +501,7 @@ Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer
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- **No crash paths**: every server handler guarded; a thrown error inside a Battle tick for one field must not kill the match (log, force-end that battle as timeout, continue). Invariants asserted in tests: no NaN/Infinity in any unit field; hp ∈ [0, maxHp]; positions inside rect; battles terminate within `timeLimit + 1 s` (boss: terminate by pool/force); pool copy counts never negative and never exceed caps; funds never negative; hand/temp sizes respected.
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- Unit tests per module; content tests per effect; **full-match bot tests**: 1/2/4-player matches of every difficulty with fixed seeds run to RESULT headlessly (fast-forward: no real-time pacing) with zero errors; protocol fuzz (random/invalid intents) never crashes and never corrupts state.
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- **Browser E2E** (puppeteer-core + system Chrome): open 2 tabs, create/join room, add AI, play through prep/combat of several rounds, zero console errors, screenshots saved to `test/e2e/out/` for visual review.
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- Performance: a normal battle tick with 60 enemies + 10 ops < 0.5 ms; 4 parallel fields at 2× real time < 15% CPU of one core.
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- Performance: a normal battle tick with 60 enemies + 10 ops < 0.5 ms; 4 parallel fields at 2× real time < 15% CPU of one core; the heavy 2-player boss field (18 ops, ~130 enemies alive, `test/sim/robustness.test.js`) < 0.5 ms per tick on a development machine, the best of three runs of the same battle — 1.0 ms when `process.env.CI` is set (GitHub's shared windows runners measured 0.51–0.58 ms and failed the 0.5 ms bar on PR #10, #12, #14 and master's own push; a real regression still shows locally).
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---
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@@ -1,6 +1,12 @@
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// Robustness, determinism & performance regressions (adversarial review of the sim core). Every test here pins a
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// defect that was reproduced before its fix: re-entrancy from hooks, garbage numbers reaching engine helpers,
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// runaway content loops, unreachable route legs, listener leaks, and a heavy 2-player boss field.
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//
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// The boss-field speed bar (DESIGN §11) is 0.5 ms per tick on a development machine (≈ 0.07 ms alone, ≈ 0.2 ms inside
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// the parallel full suite on the one it was tuned on) and 1.0 ms when process.env.CI is set: GitHub's shared windows
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// runners measured 0.51–0.58 ms for the same work and failed the 0.5 ms bar on PR #10, PR #12, PR #14 and master's own
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// push. The time is the best of three runs of the same battle (after two warm-up battles), so one noisy neighbour on a
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// runner does not decide it; a real regression of the hot paths still shows locally against 0.5 ms.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { Battle } from '../../server/sim/Battle.js';
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@@ -727,26 +733,34 @@ test('determinism: shared defs are frozen — a kit that mutates its blackboard
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assert.ok(def.stats.atk < 5000 && !def.rangeGrid.some(([r, c]) => r === 0 && c === 9));
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});
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test('performance: heavy 2-player boss field (18 ops, ~130 enemies alive) averages < 0.5 ms/tick', () => {
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/** Speed bar of the heavy boss field, ms per tick (see the header): DESIGN §11's 0.5 ms locally, 1.0 ms on CI runners. */
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const BOSS_FIELD_MS_PER_TICK = process.env.CI ? 1.0 : 0.5;
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test(`performance: heavy 2-player boss field (18 ops, ~130 enemies alive) averages < ${BOSS_FIELD_MS_PER_TICK} ms/tick (best of 3)`, () => {
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const P = realPools();
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if (!ds.getStage('act2autochess_m01') || !ds.getWave('act1autochess_h07_01')) return;
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const keys = ['enemy_1422_lrsldr', 'enemy_1427_lrnazg', 'enemy_1005_yokai', 'enemy_1042_frostd', 'enemy_1425_lrcmra', 'enemy_1040_bombd'].filter((k) => ds.getEnemy(k));
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const extra = (routes) => Array.from({ length: 120 }, (_, i) => ({ time: (i % 20) * 0.25, enemyKey: keys[i % keys.length], routeIndex: i % routes.length, mods: { hpMul: 20 } }));
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const mk = (seed) => realBattle(P, seed, { stageId: 'act2autochess_m01', waveId: 'act1autochess_h07_01', extra, units: 9 }).b;
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for (let w = 0; w < 2; w++) { const b = mk(100 + w); while (b.time < 15) b.step(); }
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const b = mk(7);
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let n = 0, peak = 0;
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const t0 = performance.now();
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while (!b.finished && b.time < 60) {
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b.step();
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if (++n % 3 === 0) { b.snapshot(); b.drainEvents(); }
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peak = Math.max(peak, b.enemies.length);
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const runs = [];
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for (let r = 0; r < 3; r++) {
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const b = mk(7);
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let n = 0, peak = 0;
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const t0 = performance.now();
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while (!b.finished && b.time < 60) {
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b.step();
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if (++n % 3 === 0) { b.snapshot(); b.drainEvents(); }
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peak = Math.max(peak, b.enemies.length);
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}
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runs.push({ avg: (performance.now() - t0) / n, n, peak, allies: b.allyUnits.length });
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assert.ok(peak >= 100, `peak ${peak}`);
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assert.equal(b.allyUnits.filter((u) => u.kind === 'op').length, 18);
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assert.equal(b.errors.length, 0);
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}
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const avg = (performance.now() - t0) / n;
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const best = Math.min(...runs.map((x) => x.avg));
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// eslint-disable-next-line no-console
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console.log(`bench boss field: ${n} ticks, peak ${peak} alive, ${b.allyUnits.length} allies, avg ${(avg * 1000).toFixed(1)} µs/tick`);
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assert.ok(peak >= 100, `peak ${peak}`);
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assert.equal(b.allyUnits.filter((u) => u.kind === 'op').length, 18);
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assert.ok(avg < 0.5, `avg ${avg} ms/tick`);
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assert.equal(b.errors.length, 0);
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console.log(`bench boss field: ${runs[0].n} ticks, peak ${runs[0].peak} alive, ${runs[0].allies} allies, avg ${runs.map((x) => (x.avg * 1000).toFixed(1)).join(' / ')} µs/tick (best ${(best * 1000).toFixed(1)}; bar ${BOSS_FIELD_MS_PER_TICK} ms${process.env.CI ? ', CI' : ''})`);
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assert.equal(new Set(runs.map((x) => `${x.n}/${x.peak}`)).size, 1, 'the three runs are the same battle');
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assert.ok(best < BOSS_FIELD_MS_PER_TICK, `best ${best} ms/tick of ${runs.map((x) => x.avg.toFixed(3)).join(', ')}`);
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});
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