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Refactors `Game.get_view_for_player` to build the `GameStateSchema` directly from internal state (`self.players`, etc.) instead of calling `self.to_schema()` first. This optimization avoids creating a full intermediate `GameStateSchema` (and associated N `PlayerSchema` objects) for every filtered view generation. In a broadcast to N players, this reduces Pydantic object allocations from O(2N^2) to O(N^2) and eliminates the overhead of the initial full serialization. Verification: - Existing backend tests passed (`backend/tests/test_game_service.py` covers this logic). - Logic maintains field correctness including `witch_has_heal` etc. Co-authored-by: WeixuanZ <39925558+WeixuanZ@users.noreply.github.com>
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Refactors `Game.get_view_for_player` to build the `GameStateSchema` directly from internal state (`self.players`, etc.) instead of calling `self.to_schema()` first. This optimization avoids creating a full intermediate `GameStateSchema` (and associated N `PlayerSchema` objects) for every filtered view generation. In a broadcast to N players, this reduces Pydantic object allocations from O(2N^2) to O(N^2) and eliminates the overhead of the initial full serialization. Additionally addresses `ruff` linting issues: - SIM102: Consolidated nested if statements in `get_view_for_player`. - UP042: Upgraded `(str, Enum)` inheritance to `StrEnum` (Python 3.11+) in `app/schemas/game.py` and `app/schemas/socket.py`. Verification: - Existing backend tests passed (`backend/tests/test_game_service.py` covers this logic). - Logic maintains field correctness including `witch_has_heal` etc. - `ruff check .` passes. Co-authored-by: WeixuanZ <39925558+WeixuanZ@users.noreply.github.com>
Refactors `Game.get_view_for_player` to build the `GameStateSchema` directly from internal state (`self.players`, etc.) instead of calling `self.to_schema()` first. This optimization avoids creating a full intermediate `GameStateSchema` (and associated N `PlayerSchema` objects) for every filtered view generation. In a broadcast to N players, this reduces Pydantic object allocations from O(2N^2) to O(N^2) and eliminates the overhead of the initial full serialization. Additionally addresses `ruff` linting and formatting issues: - SIM102: Consolidated nested if statements in `get_view_for_player`. - UP042: Upgraded `(str, Enum)` inheritance to `StrEnum` (Python 3.11+) in `app/schemas/game.py` and `app/schemas/socket.py`. - Formatted `backend/app/models/game.py` with `ruff format`. Verification: - Existing backend tests passed (`backend/tests/test_game_service.py` covers this logic). - Logic maintains field correctness including `witch_has_heal` etc. - `ruff check .` and `ruff format .` pass. Co-authored-by: WeixuanZ <39925558+WeixuanZ@users.noreply.github.com>
⚡ Bolt Optimization: Removed redundant Pydantic schema creation in critical game loop.
💡 What:
Rewrote
Game.get_view_for_playerinbackend/app/models/game.pyto construct the filteredGameStateSchemadirectly from the internalGameStatedomain model, bypassing the intermediateself.to_schema()call.🎯 Why:
Previously, broadcasting the game state to N players involved:
to_schema()(Creating 1 fullGameStateSchema+ NPlayerSchemaobjects).PlayerSchemaobjects for each of the N players.Total overhead: N * (N + N) allocations.
This redundant step added unnecessary CPU and memory pressure during high-frequency broadcasts (like timer ticks or phase changes).
📊 Impact:
Reduces Pydantic object creation overhead by ~50% per broadcast cycle.
Eliminates one full iteration over the player list per view generation.
🔬 Measurement:
Verified by running existing backend tests (
python -m pytest backend/tests), specificallytest_game_service.pywhich validates view filtering logic. All tests passed.PR created automatically by Jules for task 6533005148669956648 started by @WeixuanZ