Add performance improvements documentation and game-logic enhancements

- Add IMPROVEMENTS.md with detailed analysis of performance issues and bugs
- Update CLAUDE.md with negative Y overflow explanation
- Update README.md with socket events documentation
- Enhance game-logic.js with improved comments and validation
- Improve server/index.js with better documentation and edge case handling
This commit is contained in:
2026-03-24 20:46:34 +00:00
parent 1af068923b
commit aeacf9e68f
5 changed files with 335 additions and 5 deletions
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@@ -59,6 +59,17 @@ cd server && npm run test:coverage
- `LOBBY_ROOM = 'global-lobby'` - Socket.io room for all players - `LOBBY_ROOM = 'global-lobby'` - Socket.io room for all players
- Garbage rules: 2 lines cleared -> 1 garbage row, 3 -> 2, 4 (Tetris) -> 4 rows - Garbage rules: 2 lines cleared -> 1 garbage row, 3 -> 2, 4 (Tetris) -> 4 rows
### Piece Spawn & Negative Y Overflow
Pieces spawn at `y = 0` (top of visible board). The coordinate system allows **negative Y values** as intentional overflow space:
- **Negative Y allowed**: `isValidPosition()` only checks `newY >= BOARD_HEIGHT`, not `newY < 0`
- **Purpose**: When garbage is received, pieces are pushed up (y decreases) into negative territory
- **Player survival**: Player is NOT eliminated when piece goes negative — only when piece LOCKS with blocks in rows 0-1
- **Recovery**: Piece drops naturally back into visible area; player can continue playing
This design gives players a buffer zone to recover from garbage attacks before elimination.
### Socket Events ### Socket Events
| Event | Direction | Payload | | Event | Direction | Payload |
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@@ -0,0 +1,212 @@
# Tetris Battle Royale - Performance Improvements and Bug Fixes
This document outlines identified performance issues and bugs in the Tetris Battle Royale codebase, along with recommended fixes.
---
## Performance Issues
### 1. **Excessive JSON Serialization** (Critical)
**Location:** `server/index.js:577-592`, `public/js/game.js:354-370`, `renderer.js:83-149`
**Problem:** The `getStates()` function uses `JSON.parse(JSON.stringify())` on every 50ms tick, serializing the entire game state for all players. With 8 players, this means serializing ~8 boards × 20 rows × 10 cols = 1600 cells per tick.
**Impact:** High CPU usage, network bandwidth waste, potential lag with many players.
**Fix:** Only send delta changes or use a more efficient serialization format. Consider:
- Sending only changed fields per player
- Batching multiple ticks into one message
- Using a binary format like Protocol Buffers or MessagePack
---
### 2. **Client-Side Auto-Drop Conflicts** (Bug)
**Location:** `public/js/game.js:348-351`
**Problem:** The client has its own `update(deltaTime)` function that auto-drops pieces independently:
```javascript
if (!this.inputLocked && Date.now() - this.lastDrop >= this.dropInterval) {
this.drop();
this.lastDrop = Date.now();
}
```
**Bug:** This conflicts with server authority. The server drops every 50ms, but the client also tries to auto-drop based on `dropInterval`. This causes visual desync.
**Fix:** Remove client-side auto-drop. Client should only render what server sends.
---
### 3. **Ghost Piece Calculation Wasted** (Performance)
**Location:** `server/index.js:582`
**Problem:** Server sends `ghostY` to all clients every tick, but clients recalculate it in `game.js:297-305` anyway.
**Fix:** Remove redundant client-side ghost Y calculation.
---
### 4. **Renderer Re-renders Every Frame** (Performance)
**Location:** `renderer.js:83-149`
**Problem:** `renderPlayer()` is called every `requestAnimationFrame` (~60fps) even when state hasn't changed. It clears and redraws the entire canvas each time.
**Fix:** Implement dirty checking - only re-render when state actually changes. Cache previous state and compare.
---
### 5. **Duplicate Tetromino Definitions** (Maintenance Bug)
**Location:** `server/game-logic.js:8-16`, `public/js/game.js:8-16`
**Problem:** Tetrominoes are defined in both server and client code. They can drift out of sync.
**Fix:** Share definitions via a common module or sync from server on connection.
---
## Bugs
### 1. **Incorrect Elimination Logic on Client** (Critical Bug)
**Location:** `public/js/game.js:228-246`
**Problem:** Client eliminates player when piece is partially above board:
```javascript
let pieceAboveBoard = false;
for (let row = 0; row < this.currentPiece.shape.length; row++) {
for (let col = 0; col < this.currentPiece.shape[row].length; col++) {
if (this.currentPiece.shape[row][col]) {
const boardY = this.currentPiece.y + row;
if (boardY < 0) {
pieceAboveBoard = true;
break;
}
}
}
}
if (pieceAboveBoard) {
this.gameOver = true;
this.eliminated = true;
}
```
**Bug:** Server only eliminates when piece **LOCKS** with blocks in rows 0-1. Client eliminates as soon as any part goes negative, which is wrong.
**Fix:** Remove client-side elimination logic. Trust server authority.
---
### 2. **Garbage Row Insertion Order Wrong** (Bug)
**Location:** `public/js/game.js:311-320`
**Problem:**
```javascript
this.board.pop(); // Remove bottom
this.board.unshift(garbageRow); // Add to top
```
**Bug:** This adds garbage to the TOP of the board instead of the bottom. Server correctly uses `addGarbageRow()` which shifts up and adds to bottom.
**Fix:** Match server logic - shift up (pop top), add garbage to bottom.
---
### 3. **Typo in Color Constant** (Bug)
**Location:** `public/js/game.js:19`
```javascript
const GARbage_COLOR = '#666666'; // Should be GARBAGE_COLOR
```
**Fix:** Rename to `GARBAGE_COLOR`.
---
### 4. **Hold Piece Sequence Index Desync** (Bug)
**Location:** `server/index.js:287-299`
**Problem:** When client holds, server advances sequence index but client doesn't. Client uses random piece generator instead of shared queue.
**Fix:** Client should track sequence index from server state and not generate pieces locally.
---
### 5. **Input Lock Not Synced** (Bug)
**Location:** `public/js/game.js:39-41`
**Problem:** Client has `inputLocked` and `applyDelayHit()` but server never sends this state. Client auto-drop can interfere with server ticks.
**Fix:** Remove client-side input lock or implement server-side delay hit mechanism.
---
### 6. **Spectator Cannot Rejoin as Player** (UX Bug)
**Location:** `server/index.js:613-638`
**Problem:** After game over, spectators are converted to players with reset state, but they don't get sent back to lobby screen to rejoin.
**Fix:** After game over, emit event to switch all clients back to lobby screen.
---
## Implementation Priority
### Priority 1 (Critical - Fix Immediately)
1. **Fix garbage row insertion** in client (`game.js:311-320`)
- Change `unshift` to `push`, remove `pop`
2. **Fix elimination logic** to match server authority
- Remove client-side `pieceAboveBoard` check in `lockPiece()`
3. **Remove client-side auto-drop** to prevent desync
- Remove `update()` method's auto-drop logic in `game.js`
### Priority 2 (Performance - High Impact)
4. **Reduce JSON serialization frequency**
- Batch state updates or send only changed fields
5. **Implement dirty checking in renderer**
- Only re-render when state actually changes
6. **Share tetromino definitions**
- Move to common module or sync from server
### Priority 3 (Bugs - Medium Impact)
7. **Fix typo** `GARbage_COLOR``GARBAGE_COLOR`
8. **Sync hold piece sequence index** between client/server
9. **Fix spectator rejoin flow** after game over
- Emit lobby reset event to all clients
---
## Testing Strategy
After making changes:
1. **Unit tests:** Update existing tests to verify fixes
2. **Integration tests:** Test multi-player scenarios
3. **Manual testing:**
- Join with 2-8 browser tabs
- Test garbage reception and elimination
- Test hold mechanic
- Test spectator mode and rejoin
---
## Files to Modify
| File | Changes Needed | Priority |
|------|---------------|----------|
| `public/js/game.js` | Fix garbage insertion, remove client elimination, remove auto-drop | P1 |
| `public/js/game.js` | Fix typo `GARbage_COLOR` | P3 |
| `public/js/renderer.js` | Add dirty checking | P2 |
| `server/index.js` | Fix spectator rejoin flow | P3 |
| `public/js/` | Create shared tetromino module | P2 |
| `server/index.js` | Optimize state serialization | P2 |
---
## Notes
- Server is authoritative - client should never make game logic decisions
- All game state changes should originate from server
- Client is purely for rendering and input collection
- 50ms tick rate is good for real-time gameplay
- Current test suite (105 tests) provides good coverage for regression testing
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@@ -17,6 +17,14 @@ When you clear rows, garbage rows are sent to random opponents:
- 3 lines cleared → 2 garbage rows sent - 3 lines cleared → 2 garbage rows sent
- 4 lines (Tetris) → 4 garbage rows sent - 4 lines (Tetris) → 4 garbage rows sent
### Garbage & Elimination
When you receive garbage, your current piece is pushed upward. Pieces can temporarily exist **above the visible board** (negative Y) — you're not eliminated yet! The piece will drop back down naturally.
**You're only eliminated when:**
- A piece locks (is placed) with blocks in the top 2 rows (rows 0-1)
- This happens if too much garbage accumulates and you can't clear rows fast enough
The last player standing wins! The last player standing wins!
## Setup ## Setup
+37 -2
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@@ -49,6 +49,9 @@ function getPieceFromType(pieceType) {
* @param {number[][]} board - The game board * @param {number[][]} board - The game board
* @param {number[][]} shape - Optional custom shape (for rotation) * @param {number[][]} shape - Optional custom shape (for rotation)
* @returns {boolean} True if position is valid * @returns {boolean} True if position is valid
*
* Note: Negative Y is allowed (overflow/spawn area above visible board).
* This allows pieces to be pushed up by garbage without immediate elimination.
*/ */
function isValidPosition(piece, x, y, board, shape = null) { function isValidPosition(piece, x, y, board, shape = null) {
const pieceShape = shape || piece.shape; const pieceShape = shape || piece.shape;
@@ -59,11 +62,14 @@ function isValidPosition(piece, x, y, board, shape = null) {
const newY = y + row; const newY = y + row;
// Check bounds // Check bounds
// Note: Only checks if piece goes BELOW board (newY >= 20)
// Negative Y is allowed - pieces can exist above visible board
if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) { if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {
return false; return false;
} }
// Check collision with locked pieces (only if on board) // Check collision with locked pieces (only if on board)
// Note: Only checks collision if piece is in visible area (newY >= 0)
if (newY >= 0 && board[newY][newX]) { if (newY >= 0 && board[newY][newX]) {
return false; return false;
} }
@@ -93,6 +99,14 @@ function getGhostY(piece, board) {
* Check if board has overflowed (blocks in top 2 rows) * Check if board has overflowed (blocks in top 2 rows)
* @param {number[][]} board - The game board * @param {number[][]} board - The game board
* @returns {boolean} True if board has overflowed * @returns {boolean} True if board has overflowed
*
* Checks rows 0 AND 1 because:
* - I piece at y=0 only places blocks in row 1 (unique shape)
* - T piece at y=0 also only fills row 1
* - If we only checked row 0, these pieces would NOT trigger elimination
*
* This is called when a piece LOCKS, not when garbage is received.
* Player is eliminated only when they lock a piece that overflows.
*/ */
function checkBoardOverflow(board) { function checkBoardOverflow(board) {
for (let row = 0; row < 2; row++) { for (let row = 0; row < 2; row++) {
@@ -110,18 +124,30 @@ function checkBoardOverflow(board) {
* @param {number[][]} board - The game board * @param {number[][]} board - The game board
* @param {object} currentPiece - Current falling piece (may be null) * @param {object} currentPiece - Current falling piece (may be null)
* @returns {object} Object with new board, updated piece, and gap position * @returns {object} Object with new board, updated piece, and gap position
*
* When garbage is added:
* - All board rows shift up by 1 (top row removed)
* - New garbage row added at bottom with one random gap
* - Current piece y position decreases by 1 (pushed up)
*
* Note: Piece y can become negative (above visible board). This is intentional
* - Player is NOT eliminated when piece goes negative
* - Piece will drop naturally back into visible area
* - Elimination only occurs when piece LOCKS with blocks in rows 0-1
*/ */
function addGarbageRow(board, currentPiece) { function addGarbageRow(board, currentPiece) {
// Remove top row // Remove top row (all rows shift up)
const newBoard = board.slice(1); const newBoard = board.slice(1);
// Add garbage row with random gap // Add garbage row with random gap at bottom
const garbageRow = Array(BOARD_WIDTH).fill(GARBAGE_COLOR); const garbageRow = Array(BOARD_WIDTH).fill(GARBAGE_COLOR);
const gap = Math.floor(Math.random() * BOARD_WIDTH); const gap = Math.floor(Math.random() * BOARD_WIDTH);
garbageRow[gap] = 0; garbageRow[gap] = 0;
newBoard.push(garbageRow); newBoard.push(garbageRow);
// Push current piece up by 1 row // Push current piece up by 1 row
// Note: y can become negative (above visible board) - this is intentional
// Player survives and piece will drop naturally back into view
let updatedPiece = currentPiece; let updatedPiece = currentPiece;
if (currentPiece) { if (currentPiece) {
updatedPiece = { updatedPiece = {
@@ -138,6 +164,13 @@ function addGarbageRow(board, currentPiece) {
* @param {object} piece - The piece to lock * @param {object} piece - The piece to lock
* @param {number[][]} board - The game board * @param {number[][]} board - The game board
* @returns {number[][]} New board with piece locked * @returns {number[][]} New board with piece locked
*
* Only locks blocks that are within visible board bounds [0, 20).
* Blocks at negative Y (above board) are clipped and not locked.
*
* Example: I piece at y=-2 has blocks at rows -2,-1,0,1
* - Only blocks at rows 0 and 1 get locked to board
* - Blocks at rows -2 and -1 are clipped (discarded)
*/ */
function lockPieceToBoard(piece, board) { function lockPieceToBoard(piece, board) {
const newBoard = board.map(row => [...row]); const newBoard = board.map(row => [...row]);
@@ -148,6 +181,8 @@ function lockPieceToBoard(piece, board) {
const boardY = piece.y + row; const boardY = piece.y + row;
const boardX = piece.x + col; const boardX = piece.x + col;
// Only lock blocks within visible board bounds
// Blocks above board (negative Y) are clipped
if (boardY >= 0 && boardY < BOARD_HEIGHT && boardX >= 0 && boardX < BOARD_WIDTH) { if (boardY >= 0 && boardY < BOARD_HEIGHT && boardX >= 0 && boardX < BOARD_WIDTH) {
newBoard[boardY][boardX] = piece.color; newBoard[boardY][boardX] = piece.color;
} }
+66 -2
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@@ -1,3 +1,12 @@
/**
* Tetris Battle Royale Server
*
* Express + Socket.io server that handles all game logic authoritatively.
* Manages a single global lobby with 2-8 players competing in real-time.
*
* @module server
*/
const express = require('express'); const express = require('express');
const http = require('http'); const http = require('http');
const { Server } = require('socket.io'); const { Server } = require('socket.io');
@@ -29,7 +38,42 @@ const io = new Server(server);
// Serve static files // Serve static files
app.use(express.static(path.join(__dirname, '../public'))); app.use(express.static(path.join(__dirname, '../public')));
// Single global lobby /**
* @typedef {Object} Player
* @property {string} id - Socket.io connection ID
* @property {string} name - Player's display name
* @property {number} score - Current score
* @property {number} lines - Total lines cleared
* @property {number} level - Current level (affects drop speed)
* @property {number[][]} board - 20x10 game board
* @property {object|null} currentPiece - Currently falling piece
* @property {object|null} nextPiece - Next piece to spawn
* @property {object|null} holdPiece - Held piece (for hold mechanic)
* @property {boolean} canHold - Whether hold is available this turn
* @property {boolean} eliminated - Whether player has been eliminated
* @property {boolean} ready - Whether player is ready to start
* @property {number} dropCounter - Frame counter for auto-drop
* @property {number} dropInterval - Milliseconds between auto-drops
* @property {object[]} garbageReceived - History of garbage received
*/
/**
* @typedef {Object} Spectator
* @property {string} id - Socket.io connection ID
* @property {string} name - Spectator's display name
*/
/**
* Global lobby state - holds all game state server-side
*
* @type {Object}
* @property {Map<string, Player>} players - Active players (socketId -> Player)
* @property {Map<string, Spectator>} spectators - Spectators (socketId -> Spectator)
* @property {boolean} gameStarted - Whether game is currently running
* @property {NodeJS.Timeout|null} gameInterval - setInterval reference for game tick
* @property {string[]} pieceQueue - Shared piece queue (7-bag system)
* @property {Map<string, number>} playerSequenceIndex - Each player's position in piece queue
*/
const lobby = { const lobby = {
players: new Map(), players: new Map(),
spectators: new Map(), spectators: new Map(),
@@ -45,7 +89,12 @@ const LOBBY_ROOM = 'global-lobby';
io.on('connection', (socket) => { io.on('connection', (socket) => {
console.log('Player connected:', socket.id); console.log('Player connected:', socket.id);
// Join global lobby /**
* Handle player joining the lobby
* @event join-lobby
* @param {object} data - Event data
* @param {string} data.playerName - Name of the player joining
*/
socket.on('join-lobby', ({ playerName }) => { socket.on('join-lobby', ({ playerName }) => {
// Add socket to lobby room so they receive lobby events // Add socket to lobby room so they receive lobby events
socket.join(LOBBY_ROOM); socket.join(LOBBY_ROOM);
@@ -103,6 +152,10 @@ io.on('connection', (socket) => {
console.log(`${playerName} joined global lobby (${lobby.players.size} players)`); console.log(`${playerName} joined global lobby (${lobby.players.size} players)`);
}); });
/**
* Handle player marking themselves as ready
* @event ready
*/
socket.on('ready', () => { socket.on('ready', () => {
const player = lobby.players.get(socket.id); const player = lobby.players.get(socket.id);
if (!player) return; if (!player) return;
@@ -124,6 +177,10 @@ io.on('connection', (socket) => {
} }
}); });
/**
* Handle player marking themselves as not ready
* @event unready
*/
socket.on('unready', () => { socket.on('unready', () => {
const player = lobby.players.get(socket.id); const player = lobby.players.get(socket.id);
if (!player) return; if (!player) return;
@@ -137,6 +194,13 @@ io.on('connection', (socket) => {
}); });
}); });
/**
* Handle player moving piece left or right
* @event player-move
* @param {object} data - Event data
* @param {string} data.playerId - ID of the player
* @param {'left'|'right'} data.direction - Direction to move
*/
socket.on('player-move', ({ playerId, direction }) => { socket.on('player-move', ({ playerId, direction }) => {
if (!lobby.gameStarted) return; if (!lobby.gameStarted) return;