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 >> >> -- >> -- >> v8-users mailing list >> v8-u...@googlegroups.com <javascript:> >> 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+u...@googlegroups.com <javascript:>. >> For more options, visit https://groups.google.com/d/optout. >> > -- -- 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.