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Add design doc for notification diff batching optimization (#5674)
Documents analysis of why client notification generators currently require per-action-result game state diffs, and proposes a solution to enable diff batching by moving display data to server-side. Deferred for now as current performance is acceptable. Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
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# Notification Diff Batching Optimization
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## Problem
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`ActionResultFilter.filterForPlayer` generates per-action-result game state diffs, which is expensive. Profiling shows significant time spent in `filteredGameStateDiff` → `GameStateViewFilter.filteredGameState` (called twice per result) → `GameStateViewDiffer.diff`.
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A potential optimization is to batch diffs: instead of computing N diffs for N action results, compute one combined diff representing the final state change. However, this is blocked by how client notification generators work.
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## Current Architecture
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### Server Side
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1. `ActionResultFilter.filterForPlayer` processes each action result
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2. For each result, computes `filteredGameStateDiff(before, after, factionId)`
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3. Returns `Vector[ActionResultView]` where each view has its own `gameStateDiff`
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### Client Side
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1. `EagleGameModel.HandleNewHistoryEntry` processes each `ActionResultView`:
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```csharp
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private void HandleNewHistoryEntry(ActionResultView arv) {
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_currentModel.HistoryCount++;
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MaybeSendNotification(arv); // Uses currentModel state
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ApplyGameStateViewDiff(arv.GameStateDiff); // Updates currentModel
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}
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```
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2. Notification generators receive `(ActionResultView, IGameModel)` and look up display data from the model:
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```csharp
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var province = currentModel.Provinces[details.ProvinceId];
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var factionName = currentModel.FactionName(details.FactionId);
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var hero = currentModel.Heroes[heroId];
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var affectedProvinces = currentModel.ProvincesForFaction(factionId);
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```
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### The Problem
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Notification for action N sees model state after actions 1..N-1 have been applied. If we batch diffs, notification N would see model state before ANY actions, potentially showing stale data.
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Example:
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1. Action 1: Province X conquered by Faction B (was Faction A)
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2. Action 2: Notification needs to show Province X's current ruler
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With batching, action 2's notification would incorrectly show Faction A.
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## Audit of Client Notification Generators
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~50 generators access `currentModel`. Key lookup patterns:
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| Lookup | Count | Mutable? | Risk |
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|--------|-------|----------|------|
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| `currentModel.PlayerId` | 22 | No | Safe |
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| `currentModel.Provinces[id]` | 17 | Yes | `RulingFactionId` changes on conquest |
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| `currentModel.Heroes[id]` | ~20 | Mostly safe | Hero data stable, used for display |
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| `currentModel.FactionName(id)` | ~10 | No | Names don't change |
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| `currentModel.MaybeDestroyedFaction(id)` | ~15 | Yes | Faction may be destroyed |
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| `currentModel.ProvincesForFaction(id)` | ~15 | Yes | Changes on conquest |
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### State-Changing Action Types
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- `ProvinceConquered` - changes province ownership
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- `FactionDestroyed` - removes faction
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- `FactionLeaderRemoved` - changes faction head
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## Proposed Solution: Server-Side Display Data
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Eliminate client model lookups by including all display data in server-generated notifications.
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### Current Notification Structure
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```scala
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case class NotificationC(
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details: NotificationDetails,
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targetFactionIds: Vector[FactionId],
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affectedProvinceIds: Vector[ProvinceId], // Already exists, underused
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affectedHeroIds: Vector[HeroId], // Already exists, underused
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llm: NotificationT.Llm,
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deferred: Boolean
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)
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```
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### Proposed Changes
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**Option A: Add fields to NotificationC**
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```scala
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case class NotificationC(
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details: NotificationDetails,
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targetFactionIds: Vector[FactionId],
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affectedProvinceIds: Vector[ProvinceId],
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affectedHeroIds: Vector[HeroId],
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// New fields:
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factionNames: Map[FactionId, String],
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displayedHeroViews: Vector[HeroView],
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provinceNames: Map[ProvinceId, String],
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llm: NotificationT.Llm,
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deferred: Boolean
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)
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```
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**Option B: Enrich each NotificationDetails type**
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```scala
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case class TruceAccepted(
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offeringFactionId: FactionId,
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offeringFactionName: String, // New
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targetFactionId: FactionId,
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targetFactionName: String, // New
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ambassadorHeroId: HeroId,
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ambassadorHeroView: HeroView // New
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)
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```
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### Implementation Steps
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1. **Proto changes**: Add new fields to `Notification` message
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2. **Server**: Populate display fields when creating notifications
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3. **Client**: Update ~50 generators to use notification fields
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4. **Test**: Add test that greps for `currentModel.` access in generators (excluding `PlayerId`)
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5. **Server optimization**: With client decoupled from model state, batch diffs in `filterForPlayer`
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### Trade-offs
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**Pros:**
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- Clean separation: server provides all display data
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- Enables diff batching optimization
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- Easier to reason about notification correctness
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- Test can enforce the invariant
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**Cons:**
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- Larger notification messages (includes names, hero views)
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- Proto changes required
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- ~50 generators need updating (mechanical but tedious)
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- Server must know what display data each notification type needs
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## Alternative Approaches Considered
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### A: Selective Per-Action Diffs
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Only generate individual diffs for action results with notifications that need mutable model state. Requires tracking which notification types need which state.
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**Rejected because:** Fragile; easy to add a new generator that breaks the invariant.
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### B: State-Change-Triggered Diffs
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If batch contains state-changing action types (ProvinceConquered, etc.), generate individual diffs from that point. Otherwise batch.
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**Rejected because:** Still conservative; many batches would fall back to individual diffs.
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## Status
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**Deferred** - Current performance is acceptable. This doc captures the analysis for future reference if optimization becomes necessary.
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## References
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- `ActionResultFilter.scala` - Server-side filtering
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- `EagleGameModel.cs` - Client-side model updates
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- `Assets/Eagle/Notifications/` - All notification generators
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- `NotificationT.scala` - Server notification types
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