Just wanted to add that you can access Chrome DevTools with Node.js 
"--inspect" option (depending on which version of Node).
There's a Profiler tab instead of the Timeline tab, but it should get you 
the same data (Flame chart, bottom up, top down breakdowns).

On Friday, January 18, 2019 at 2:58:21 PM UTC-6, Jakob Kummerow wrote:
>
> Answering what I can:
>
> 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.
>
>
> Not seeing a difference there makes sense; the GC doesn't care about 
> yielding to the event loop.
>
> apparently 137 ms were spent optimizing (20 ms to prepare, 115 ms to 
>> execute, and 2 ms to finalize).
>
>
> That means 20ms were spent on the main thread some time in the past, 115 
> ms in the background, and then 2 ms on the main thread just now (so those 2 
> ms would be part of the 37 ms of that turn). 
>
> Running that same test with "--minimal"
>
>
> You mean V8's --minimal flag? That is absolutely not what you want. It's a 
> development tool that turns off everything except the bare minimum: no more 
> type feedback, no more optimizing compiler, >100x performance hit. (And 
> FWIW, that flag has recently been removed.)
>
>  I tried "--predictable" without seeing any differences
>
>
> Yes, --predictable is another development/debugging tool that is not 
> useful for production purposes. It turns off all sources of randomness, 
> which includes all threading. You would only see worse performance and 
> longer main-thread stalls from this.
>
> Are there any other V8 flags that may be of help here?
>
>
> The default configuration is the recommended configuration for best 
> performance. 
>
> Is it possible to choose when to run optimizations?
>
>
> Effectively no. (There is the special intrinsic 
> %OptimizeFunctionOnNextCall, which does what the name suggests, but 
> optimization is only useful if the right type feedback is available, so 
> manually choosing when to optimize a given function only makes sense for 
> tests where you know exactly which function you want to have optimized 
> when; I can't imagine it being useful for your use case: especially for 
> user-provided code, there is no way to tell when it is ready for 
> optimization, and if you manually optimize it too early, it'll just get 
> deoptimized right away, so the manually triggered optimization would be a 
> waste of time and only introduce more/longer delays.)
>
> Based on the data you've provided, I'm not convinced that optimizations 
> are the reason for those long turns, but I also don't have a good guess for 
> what else it might be.
>
> If it were optimizations, then warmup would probably be the best 
> mitigation, but you report that warmup doesn't help, so it's probably 
> something else. The same reasoning speaks against the other 
> frequently-given advice, which is to avoid deoptimizations at least in the 
> code you control (while deopts themselves are fast, a deoptimized function 
> might get optimized again later, and that might take time).
>
> One thing you could try is wrapping the whole thing into a website so you 
> can use Chrome DevTools' profiling facilities. Maybe that'll make it easier 
> to drill down into those rarely-occurring delays.
>
>
> On Fri, Jan 18, 2019 at 12:19 PM Adam Damiano <onai...@gmail.com 
> <javascript:>> wrote:
>
>> 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
>>
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