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Reduces redundant serialization by computing the full GameStateSchema once and passing it to player-specific view generation, instead of re-serializing for every player. Addresses a mutation bug where modifying the reused schema in-place caused side effects; now uses model_copy() to ensure safety. Co-authored-by: WeixuanZ <39925558+WeixuanZ@users.noreply.github.com>
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Reduces redundant serialization by computing the full GameStateSchema once and passing it to player-specific view generation, instead of re-serializing for every player. Addresses a mutation bug where modifying the reused schema in-place caused side effects; now uses model_copy() to ensure safety. Also applies Ruff formatting fixes. Co-authored-by: WeixuanZ <39925558+WeixuanZ@users.noreply.github.com>
⚡ Bolt: Reuse GameStateSchema in broadcasts
💡 What: Optimized
broadcast_filtered_statesto calculate the full game state schema once and reuse it when generating player-specific views.🎯 Why: To prevent redundant O(N) serialization of the full game state for every player (O(N) total overhead) during broadcasts.
📊 Impact: Reduces Pydantic model creation overhead by factor of N (where N is player count) during state broadcasts.
🔬 Measurement: Verified with
pytestand a reproduction test case for mutation safety.PR created automatically by Jules for task 8766074269812759257 started by @WeixuanZ