I've tried to be as descriptive as possible below without covering irrelevant details. The summary of the problem is that I think V8 optimizations may be causing unpredictable processing spikes in my game that I need to be able to either defer or measure.
Background - The code is closed-source, and there are a *lot* of moving parts, so I'm wondering mostly about theory here and not necessarily implementation. More on this in the "Questions" section at the bottom. - I'm making a game where players write code for bots that battle each other. The game is turn-based, and each match can take thousands of turns. All of these turns get simulated at once in a NodeJS process (v10.15) running in a 1-vCPU Alpine container on AWS. After a simulation is done, the battle is essentially replayed on the client without any input from the player. - Each simulation is CPU-intensive given that it's just running player-defined code. There is no network or disk utilization during this time. The most important performance metrics for me are: - How long (in milliseconds) does an average turn take to simulate? - How long does the longest turn take to simulate? - The average is important so that I know how many turns to limit matches to. The measured average over tens of thousands of real matches was about 0.3 ms/turn, so I chose 3000 turns for the limit since 0.3 ms/turn * 3000 turns is still less than a second (which I consider to be a reasonable amount of time for players to have to wait for a result). - The longest turn is important so that I can figure out when to stop executing scripts that will probably never complete on their own. For example, if someone writes an infinite loop, then I need to cut the execution off *somewhere*. I chose 50ms for this. - Code is executed using "eval" (I know about the security risks and have hopefully mitigated any attacks, but I want this issue to stay focused on performance rather than security). Here is a simplified version of the steps that I run, but the summary is that I "eval" a user-defined function once, then I can call that function multiple times per match: - Give each bot a "namespace" for the user to put their code into: global.bot1 = {}; global.bot2 = {}; ... global.botN = {}; - Get code from the user for a particular bot: const exampleUserDefinedScript = `update = function() { fireLasers(); };`; - Transform it slightly to be able to place it into one of the namespaces: const exampleUserDefinedScript = `global.bot1.update = function() { fireLasers(); };`; - Evaluate that to put it into my global scope: eval(exampleUserDefinedScript); - Simulate a match in a loop using those global functions: while (true) { const bot = findNextBotToUpdate(); global[bot].update(); // note: this is what is timed to give me my performance metrics if (gameEnded()) break; } - Free references to the global functions: global.bot1 = null; global.bot2 = null; // etc. Problem The problem I'm running into is that individual turns sometimes take longer than 50ms. I investigated heavily (see next section) and I think that it's due to V8 optimizing on the main thread. Investigation - As mentioned, this is running in a container with no other processes, so the only threads that could be interrupting would be from the OS or Node itself. - The environment that I'm running in doesn't seem to matter too much. Running on AWS in a 1-vCPU container is my production environment, but even in development, I see turns that take a disproportionately long time. - I ran the Node profiler <https://nodejs.org/en/docs/guides/simple-profiling/>, but nothing stood out to me. Then again, I could just be interpreting the results incorrectly. I get something like this: Statistical profiling result from converted, (6468 ticks, 126 unaccounted, 0 excluded). [Summary]: ticks total nonlib name 3184 49.2% 96.2% JavaScript 0 0.0% 0.0% C++ 314 4.9% 9.5% GC 3158 48.8% Shared libraries 126 1.9% Unaccounted - When I run with "--trace-gc", I see that the garbage collector is mostly running scavenges that take 0.0 ms. Regardless, I changed my code from using a "while(true)" loop to calling "setImmediate" every once in a while so that it would yield to the event loop, that way the GC shouldn't interrupt a turn while it's executing. I didn't notice a difference doing this. - Running with --trace-deopt doesn't show any deoptimizations taking a long time. - Running with --trace-opt shows some optimizations taking a long time, but I don't fully understand the results. For example, on one turn that took 37.33 ms (which was 9 times the average for that match), 1 ms was spent deoptimizating, and apparently 137 ms were spent optimizing (20 ms to prepare, 115 ms to execute, and 2 ms to finalize). - I ended up working perfhooks.performance.now() calls all over my code: one set was placed around all of the code that I execute on behalf of the user, and one set was placed into individual function calls that are called by the user. What I saw was that the time spent in individual function calls didn't add up to the total amount of time that I measured. To me, this indicated that the time spent was not a direct result of my JavaScript code, but rather an indirect result (e.g. optimization). - Running that same test with "--minimal" would not reproduce those results. Instead, the sum of the individual times would indeed add up to the total time measured. - I tried "warming up" the optimizations by running ~200 random simulated matches at startup time, but I still ran into long-running turns. This might have been more effective if instead of randomly simulating, I'd exhaustively simulated such that every line of code was being hit. Questions - Is it possible to choose when to run optimizations? For example, I could have them run in between turns, that way I don't count it against a player when optimizations take a while. I realize that it would mean that I'd be running unoptimized code for a turn. - Is it possible to tell exactly how long was spent optimizing from within JavaScript? E.g. const startTime = Date.now(); runSomeCode(); const elapsedTime = Date.now() - startTime; const timeSpentOptimizing = aV8FunctionThatMayOrMayNotExist(); // can I do something for this? const actualElapsedTime = elapsedTime - timeSpentOptimizing; - Are there any other V8 flags that may be of help here? I tried "--predictable" without seeing any differences, but maybe there's something I'm missing. Thanks for reading through this large blob of text! -Adam -- -- v8-users mailing list v8-users@googlegroups.com http://groups.google.com/group/v8-users --- You received this message because you are subscribed to the Google Groups "v8-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to v8-users+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.