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Moved from #5771 (level-optout): they measure #5763's roster badges. - tests/perf/LobbyInfoWirePerf.ts (also in `npm run perf`): lobby_info frame size and encode/decode time for 10/50/125/150 clients with and without levelBadge, plus the join-time stamping. - tests/perf/client/LobbyPlayerViewRenderPerf.ts: <lobby-player-view> first-paint and update cost for 150 clients under jsdom, with and without badges. The fixture now carries badges packed (packLevelBadge), as lobby_info does and as LobbyPlayerView unpacks them, and passes the number through unchanged when building each fresh roster. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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WalkthroughAdds benchmarks for lobby wire frames and ChangesLobby Badge Performance Benchmarks
Priority: ⬇️ Low Estimated code review effort: 3 (Moderate) | ~20 minutes Change: Other Suggested reviewers: Merge Risk: ⚪ Minimal · up to This PR adds performance measurements without changing game behavior; no actionable merge-blocking risk is established in the supplied review context. Pre-merge checks |
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Actionable comments posted: 2
- 🪄 Fix CodeRabbit comments on this PR
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only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at @tests/perf/client/LobbyPlayerViewRenderPerf.ts:
- Line 168: Update the +1 row in the benchmark around the `fresh` call so each
timed interval starts with the view reset to `a` outside the timed work, then
measures only the update to `b`. Remove the alternating `a`/`b` input so the “+1
join badged” result does not include departures.
- Line 148: Update the benchmark timing flow around LobbyPlayerView’s
updateComplete to await completion of deferred level-badge stagger work before
recording t1 and t2; reuse the badge scheduler’s completion signal if available,
or explicitly label the measurements as parent-update timings.
After applying the fix, consider running `coderabbit review --agent` for local
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📒 Files selected for processing (2)
tests/perf/LobbyInfoWirePerf.tstests/perf/client/LobbyPlayerViewRenderPerf.ts
Included review availability: This review used your included allowance. Your plan provides up to 8 included reviews per hour; 3 remain after this review.
Coordinated review — #5885Benchmarks only, no production code, and it stands alone on The fixture fix is real and worth calling out: Three trivia, none blocking:
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Correcting my review above — CodeRabbit's two findings are both real, and I was wrong to sign offI said "happy with this" an hour ago. Withdrawing that: CodeRabbit's major is correct, and it The major is real, and
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The update rows alternated rosters, so "+1 join" averaged a join with a departure; the view now goes back to the base roster untimed before each sample. Each row also reports, next to the list's own update, the time until LevelBadgeFill has drawn every staggered badge (badgesDrawn). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Re-reviewed
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…path example levelBadgeForPlayer is on main now, so the loose lookup only cost type checking. The LOBBY_PERF_SRC example no longer names a local checkout. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Thanks, and for the re-check. The three trivia are done in c95c89f: 🤖 Addressed by Claude Code |
🤖 Claude Code ReviewVerdict: No issues found. 0 findings (0 high, 0 medium, 0 low). Checked for bugs and CLAUDE.md compliance. Both files are benchmarks only and don't change the game. Every symbol they import exists with a matching signature: 🤖 Generated with Claude Code |
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Closing: the designer has decided to drop these benchmarks rather than carry them. They're developer tooling that nothing in the game uses, and the lobby badge work they measure (#5763) has already merged. The fixed versions stay on the Thanks @Celant for the reviews; the fixture and timing problems you and CodeRabbit found are fixed on that branch. 🤖 Generated with Claude Code |
What this is
Two benchmarks for the lobby level badges that landed in #5763. They were written alongside #5771, but they measure #5763's feature, so a reviewer suggested they live on their own.
What changed
Both files are new against
main: they move here from #5771 (which drops them in 53ff155).tests/perf/client/LobbyPlayerViewRenderPerf.ts: how long the lobby player list takes to render, with level badges on the players. The fixture now gives each player a packed badge number (packLevelBadge), the formatLobbyPlayerViewactually decodes. Before, it gave objects, so every badge decoded to nothing and the benchmark was measuring a list with no badges at all.Each row reports two figures: list, until the list itself has updated, and drawn, until every level badge has been drawn (badges in a big first paint draw a few at a time, so that one includes waiting on animation frames). An update row times only the change it names: the view is reset outside the timed part, so "+1 join" no longer mixes in a departure.
tests/perf/LobbyInfoWirePerf.ts: how long encoding and decoding alobby_infoframe with badges takes, plus the join-time badge stamping (levelBadgeFromProgress,levelBadgeForPlayer). Runs undernpm run perf.Benchmarks only: nothing in the game changes, so there are no screenshots.
Testing
Each harness was run once and completes (
npx tsx <file>; the wire one also runs undernpm run perf).npm run typecheckandnpm run lintpass.🤖 Generated with Claude Code