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| client.reconnect(); | ||
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| // Allocate game bookkeeping and async frame buffers only after the BWAPI handshake. | ||
| this.performanceMetrics = new PerformanceMetrics(configuration); |
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My naive assumption is that change is actually the most important for the startup boost (e.g. the Client starting to listen ASAP). Do you have individual timing on how much each of the 3 changes actually brings individually?
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- Using pre-extracted JNA DLL: -45%
- Defer buffer allocation: -26%
- Narrow kernel32 bindings: -7%
The deferred buffer allocation is certainly the easiest win though :)
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Ok interesting, thanks for the numbers. I would prefer putting the "Using pre-extracted JNA DLL" (most complicated) in another PR which I can look at in more detail another time, the deferral and narrow bindings look like free wins, those LGTM for this CL, thanks a bunch!
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| Client(BWClient bwClient) { | ||
| this.bwClient = bwClient; | ||
| JnaNativeLoader.initialize(); |
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nit: as we are checking the windowsOs one line below and this optimization is for windows anyways, perhaps we can transform this in a simple if else instead?
if (System.getProperty("os.name").toLowerCase().contains("win")) {
JnaNativeLoader.initialize();
clientConnector = new ClientConnectionW32();
} else {
clientConnector = new ClientConnectionPosix();
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From my other comment, maybe let's move these changes to another PR, so I can look at those separately from the two other speedups.
Defer frame buffers and metrics until after the BWAPI handshake, and use a focused Windows shared-memory mapping interface. Automatically load an architecture-named JNA DLL beside the bot JAR after verifying it against the embedded binary. Preserve explicit JNA settings and ordinary loading when no matching bundle is available, without a custom native cache. Package portable Windows DLLs beside the JAR and cover native loading, startup ordering, mapping behavior, and Windows Java 8 x86 in tests and CI.
BWEM Bugfix: Different chokes receive equal hashcodes
Avoid allocation in integer walkability queries
Most software stacks that run client bots (SC-Docker, Tournament Manager, SCHNAIL, for example) don't bother checking whether the client is connected before starting a game. There's not even an obviously good way to do this.
Instead they just launch the client bot, wait a few seconds, then launch StarCraft and pray the client is ready. This usually works, but when it doesn't, the bot fails to connect. The game is ruined.
This pull request aims to prevent failed connections by reducing the time required for client bots to be ready for connection:
These changes were vibecoded but have undergone several rounds of iteration and testing.