Files
commander-ai-lab/src/main/java/commanderailab/bridge/WebApiBridge.java
T
KoalaTrapLord a0adfc37e8 v24: Resolve GitHub Issues #1-#5
Issue #1 — Winner's life total now captured:
  - Parse verbose Forge log for life-total-change events
  - Track last-known life per seat via 3 regex patterns
  - Winner's final life set from log data (not left at default 40)
  - Losers who died to mill/poison retain their actual life total

Issue #2 — Win condition classification formalized:
  - New WinCondition enum (schema/WinCondition.java) with 8 categories
  - Centralized Forge loss-reason-string → enum mapping (regex-based)
  - UNKNOWN fallback with logging for unrecognized loss reasons
  - All classification now goes through WinCondition.classify()

Issue #3 — JVM startup overhead reduced:
  - Added -XX:+UseSerialGC (lighter GC for batch processes)
  - Added -XX:TieredStopAtLevel=1 (faster JIT, less compilation)
  - ForgeWorker stub class for future persistent batch mode
  - Estimated reduction: ~2-3s → ~1-1.5s per game startup

Issue #4 — Single-threaded throughput optimization:
  - New CLI flags: --ai-simplified, --ai-think-time, --benchmark
  - JVM flags passed through to Forge subprocess
  - Benchmark mode: run 1 game before batch, report wall/Forge/overhead times
  - API support: aiSimplified, aiThinkTimeMs in StartRequest

Issue #5 — Threading, progress, and backpressure:
  - --threads 0 or -1 auto-detects optimal count from CPU topology
  - detectOptimalThreads() estimates physical cores (excludes HT)
  - ProgressCallback interface for real-time sims/sec reporting
  - Per-game progress emitted as [PROGRESS] lines, parsed by lab_api.py
  - --max-queue flag for graceful backpressure (limits concurrent JVMs)
  - Final throughput summary printed at batch completion
  - StatusResponse now includes simsPerSec field

Also: .gitignore restored, lab_api.py updated with all new API fields
2026-03-12 01:26:36 +00:00

196 lines
7.3 KiB
Java

package commanderailab.bridge;
import commanderailab.schema.BatchResult;
import commanderailab.schema.BatchResult.*;
import commanderailab.schema.JsonExporter;
import commanderailab.stats.StatsAggregator;
import commanderailab.ai.AiPolicy;
import commanderailab.ai.ForgeBuiltinPolicy;
import commanderailab.batch.BatchRunner;
import commanderailab.batch.MultiThreadBatchRunner;
import com.google.gson.Gson;
import com.google.gson.GsonBuilder;
import java.time.Instant;
import java.util.*;
/**
* WebApiBridge — HTTP/WebSocket API layer for the web UI.
*
* This class provides methods that can be called from a web server
* (e.g., Javalin, Spring, or the existing Python FastAPI server)
* to trigger batch runs and retrieve results.
*/
public class WebApiBridge {
private static final Gson GSON = new GsonBuilder().setPrettyPrinting().create();
private final String forgeJarPath;
private final String forgeWorkDir;
private volatile BatchResult lastResult;
private volatile boolean isRunning;
private volatile int progress;
private volatile double currentSimsPerSec;
private String policyServerUrl = "http://localhost:8080";
// Issue #4/#5: Performance settings
private boolean aiSimplified = false;
private int aiThinkTimeMs = -1;
private int maxQueueDepth = -1;
public WebApiBridge(String forgeJarPath, String forgeWorkDir) {
this.forgeJarPath = forgeJarPath;
this.forgeWorkDir = forgeWorkDir;
this.isRunning = false;
this.progress = 0;
this.currentSimsPerSec = 0.0;
}
/**
* Configure AI optimization settings (Issue #4).
*/
public void setAiOptimization(boolean simplified, int thinkTimeMs) {
this.aiSimplified = simplified;
this.aiThinkTimeMs = thinkTimeMs;
}
/**
* Set max concurrent Forge processes for backpressure (Issue #5).
*/
public void setMaxQueueDepth(int maxDepth) {
this.maxQueueDepth = maxDepth;
}
/**
* Start a batch run (backward-compatible, Forge AI only).
*/
public String startBatchAsync(String deck1, String deck2, String deck3,
int numGames, int threads, Long seed) {
return startBatchAsync(deck1, deck2, deck3, numGames, threads, seed, false, "midrange");
}
/**
* Start a batch with learned policy support.
*
* @param useLearnedPolicy If true, attempts to use the trained neural network policy
* @param policyStyle Playstyle for the learned policy ("aggro", "control", "midrange", "combo")
*/
public String startBatchAsync(String deck1, String deck2, String deck3,
int numGames, int threads, Long seed,
boolean useLearnedPolicy, String policyStyle) {
String batchId = UUID.randomUUID().toString();
Thread batchThread = new Thread(() -> {
try {
isRunning = true;
progress = 0;
List<DeckInfo> decks = buildDecks(deck1, deck2, deck3);
AiPolicy policy;
if (useLearnedPolicy) {
commanderailab.ml.LearnedPolicy learned =
new commanderailab.ml.LearnedPolicy(
policyServerUrl,
policyStyle != null ? policyStyle : "midrange",
true
);
if (learned.connect()) {
policy = learned;
System.out.println("[ML] Using learned policy for batch " + batchId);
} else {
System.out.println("[ML] Learned policy unavailable, using Forge AI");
policy = new ForgeBuiltinPolicy();
}
} else {
policy = new ForgeBuiltinPolicy();
}
long startTime = System.currentTimeMillis();
List<GameResult> games;
if (threads > 1) {
MultiThreadBatchRunner runner = new MultiThreadBatchRunner(
forgeJarPath, forgeWorkDir, decks, policy, threads);
runner.setAiOptimization(aiSimplified, aiThinkTimeMs);
if (maxQueueDepth > 0) runner.setMaxQueueDepth(maxQueueDepth);
// Issue #5: Progress callback for real-time sims/sec
runner.setProgressCallback((completed, total, pct, simsPerSec, lastResult) -> {
progress = pct;
currentSimsPerSec = simsPerSec;
});
games = runner.runBatch(numGames, seed);
} else {
BatchRunner runner = new BatchRunner(
forgeJarPath, forgeWorkDir, decks, policy);
runner.setAiOptimization(aiSimplified, aiThinkTimeMs);
// Issue #5: Progress callback
runner.setProgressCallback((completed, total, pct, simsPerSec, lastResult) -> {
progress = pct;
currentSimsPerSec = simsPerSec;
});
games = runner.runBatchSingleThread(numGames, seed);
}
long elapsed = System.currentTimeMillis() - startTime;
Summary summary = StatsAggregator.computeSummary(games, decks, elapsed);
BatchResult result = new BatchResult();
result.metadata = new Metadata();
result.metadata.batchId = batchId;
result.metadata.timestamp = Instant.now().toString();
result.metadata.totalGames = numGames;
result.metadata.completedGames = games.size();
result.metadata.engineVersion = "forge-2.0.12-SNAPSHOT";
result.metadata.masterSeed = seed;
result.metadata.threads = threads;
result.metadata.elapsedMs = elapsed;
result.decks = decks;
result.games = games;
result.summary = summary;
lastResult = result;
progress = 100;
} catch (Exception e) {
System.err.println("Batch run failed: " + e.getMessage());
e.printStackTrace();
} finally {
isRunning = false;
}
}, "batch-runner-" + batchId);
batchThread.setDaemon(true);
batchThread.start();
return batchId;
}
public int getProgress() { return progress; }
public boolean isRunning() { return isRunning; }
public double getCurrentSimsPerSec() { return currentSimsPerSec; }
public String getLastResultJson() {
if (lastResult == null) return "{}";
return JsonExporter.toJson(lastResult);
}
public BatchResult getLastResult() { return lastResult; }
private List<DeckInfo> buildDecks(String... deckNames) {
List<DeckInfo> decks = new ArrayList<>();
for (int i = 0; i < deckNames.length; i++) {
DeckInfo d = new DeckInfo();
d.seatIndex = i;
d.deckFile = deckNames[i];
d.deckName = deckNames[i].replace(".dck", "");
d.commanderName = d.deckName;
d.colorIdentity = List.of();
d.cardCount = 100;
decks.add(d);
}
return decks;
}
}