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PvsBenchmark.cs
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#nullable enable
using System;
using System.Linq;
using System.Threading.Tasks;
using BenchmarkDotNet.Attributes;
using Content.IntegrationTests;
using Content.IntegrationTests.Pair;
using Content.Server.Mind;
using Content.Server.Warps;
using Robust.Server.GameObjects;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Benchmarks;
// This benchmark probably benefits from some accidental cache locality. I,e. the order in which entities in a pvs
// chunk are sent to players matches the order in which the entities were spawned.
//
// in a real mid-late game round, this is probably no longer the case.
// One way to somewhat offset this is to update the NetEntity assignment to assign random (but still unique) NetEntity uids to entities.
// This makes the benchmark run noticeably slower.
[Virtual]
public class PvsBenchmark
{
public const string Map = "Maps/box.yml";
[Params(1, 8, 80)]
public int PlayerCount { get; set; }
private TestPair _pair = default!;
private IEntityManager _entMan = default!;
private MapId _mapId = new(10);
private ICommonSession[] _players = default!;
private EntityCoordinates[] _spawns = default!;
public int _cycleOffset = 0;
private SharedTransformSystem _sys = default!;
private EntityCoordinates[] _locations = default!;
[GlobalSetup]
public void Setup()
{
#if !DEBUG
ProgramShared.PathOffset = "../../../../";
#endif
PoolManager.Startup();
_pair = PoolManager.GetServerClient().GetAwaiter().GetResult();
_entMan = _pair.Server.ResolveDependency<IEntityManager>();
_pair.Server.CfgMan.SetCVar(CVars.NetPVS, true);
_pair.Server.CfgMan.SetCVar(CVars.ThreadParallelCount, 0);
_pair.Server.CfgMan.SetCVar(CVars.NetPvsAsync, false);
_sys = _entMan.System<SharedTransformSystem>();
SetupAsync().Wait();
}
private async Task SetupAsync()
{
// Spawn the map
_pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42);
await _pair.Server.WaitPost(() =>
{
var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _);
if (!success)
throw new Exception("Map load failed");
_pair.Server.MapMan.DoMapInitialize(_mapId);
});
// Get list of ghost warp positions
_spawns = _entMan.AllComponentsList<WarpPointComponent>()
.OrderBy(x => x.Component.Location)
.Select(x => _entMan.GetComponent<TransformComponent>(x.Uid).Coordinates)
.ToArray();
Array.Resize(ref _players, PlayerCount);
// Spawn "Players"
_players = await _pair.Server.AddDummySessions(PlayerCount);
await _pair.Server.WaitPost(() =>
{
var mind = _pair.Server.System<MindSystem>();
for (var i = 0; i < PlayerCount; i++)
{
var pos = _spawns[i % _spawns.Length];
var uid =_entMan.SpawnEntity("MobHuman", pos);
_pair.Server.ConsoleHost.ExecuteCommand($"setoutfit {_entMan.GetNetEntity(uid)} CaptainGear");
mind.ControlMob(_players[i].UserId, uid);
}
});
// Repeatedly move players around so that they "explore" the map and see lots of entities.
// This will populate their PVS data with out-of-view entities.
var rng = new Random(42);
ShufflePlayers(rng, 100);
_pair.Server.PvsTick(_players);
_pair.Server.PvsTick(_players);
var ents = _players.Select(x => x.AttachedEntity!.Value).ToArray();
_locations = ents.Select(x => _entMan.GetComponent<TransformComponent>(x).Coordinates).ToArray();
}
private void ShufflePlayers(Random rng, int count)
{
while (count > 0)
{
ShufflePlayers(rng);
count--;
}
}
private void ShufflePlayers(Random rng)
{
_pair.Server.PvsTick(_players);
var ents = _players.Select(x => x.AttachedEntity!.Value).ToArray();
var locations = ents.Select(x => _entMan.GetComponent<TransformComponent>(x).Coordinates).ToArray();
// Shuffle locations
var n = locations.Length;
while (n > 1)
{
n -= 1;
var k = rng.Next(n + 1);
(locations[k], locations[n]) = (locations[n], locations[k]);
}
_pair.Server.WaitPost(() =>
{
for (var i = 0; i < PlayerCount; i++)
{
_sys.SetCoordinates(ents[i], locations[i]);
}
}).Wait();
_pair.Server.PvsTick(_players);
}
/// <summary>
/// Basic benchmark for PVS in a static situation where nothing moves or gets dirtied..
/// This effectively provides a lower bound on "real" pvs tick time, as it is missing:
/// - PVS chunks getting dirtied and needing to be rebuilt
/// - Fetching component states for dirty components
/// - Compressing & sending network messages
/// - Sending PVS leave messages
/// </summary>
[Benchmark]
public void StaticTick()
{
_pair.Server.PvsTick(_players);
}
/// <summary>
/// Basic benchmark for PVS in a situation where players are teleporting all over the place. This isn't very
/// realistic, but unlike <see cref="StaticTick"/> this will actually also measure the speed of processing dirty
/// chunks and sending PVS leave messages.
/// </summary>
[Benchmark]
public void CycleTick()
{
_cycleOffset = (_cycleOffset + 1) % _players.Length;
_pair.Server.WaitPost(() =>
{
for (var i = 0; i < PlayerCount; i++)
{
_sys.SetCoordinates(_players[i].AttachedEntity!.Value, _locations[(i + _cycleOffset) % _players.Length]);
}
}).Wait();
_pair.Server.PvsTick(_players);
}
}