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#include <chrono>
#include <cmath>
#include <crepe/api/Asset.h>
#include <crepe/manager/Mediator.h>
#include <crepe/manager/ResourceManager.h>
#include <crepe/system/ParticleSystem.h>
#include <crepe/system/PhysicsSystem.h>
#include <crepe/system/RenderSystem.h>
#include <gtest/gtest.h>
#define private public
#define protected public
#include <crepe/api/Event.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Transform.h>
#include <crepe/facade/SDLContext.h>
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/EventManager.h>
#include <crepe/system/CollisionSystem.h>
#include <crepe/system/ScriptSystem.h>
#include <crepe/types.h>
#include <crepe/util/Log.h>
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
using namespace testing;
class TestScript : public Script {
bool oncollision(const CollisionEvent & test) {
Log::logf("Box {} script on_collision()", test.info.self.transform.game_object_id);
return true;
}
void init() {
subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
return this->oncollision(ev);
});
}
void fixed_update() {
// Retrieve component from the same GameObject this script is on
}
};
class DISABLED_ProfilingTest : public Test {
public:
// Config for test
// Minimum amount to let test pass
const int min_gameobject_count = 100;
// Maximum amount to stop test
const int max_gameobject_count = 3000;
// Amount of times a test runs to calculate average
const int average = 5;
// Maximum duration to stop test
const std::chrono::microseconds duration = 16000us;
Mediator m;
SDLContext sdl_context {m};
ResourceManager resman {m};
ComponentManager mgr {m};
// Add system used for profling tests
EventManager evmgr {m};
LoopTimerManager loopmgr {m};
CollisionSystem collision_sys {m};
PhysicsSystem physics_sys {m};
ParticleSystem particle_sys {m};
RenderSystem render_sys {m};
ScriptSystem script_sys {m};
// Test data
std::map<std::string, std::chrono::microseconds> timings;
int game_object_count = 0;
std::chrono::microseconds total_time = 0us;
void SetUp() override {
GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0});
do_not_use.add_component<Camera>(
ivec2 {1080, 720}, vec2 {2000, 2000},
Camera::Data {
.bg_color = Color::WHITE,
.zoom = 1.0f,
}
);
// initialize systems here:
//calls init
script_sys.fixed_update();
//creates window
render_sys.frame_update();
}
// Helper function to time an update call and store its duration
template <typename Func>
std::chrono::microseconds time_function(const std::string & name, Func && func) {
auto start = std::chrono::steady_clock::now();
func();
auto end = std::chrono::steady_clock::now();
std::chrono::microseconds duration
= std::chrono::duration_cast<std::chrono::microseconds>(end - start);
timings[name] += duration;
return duration;
}
// Run and profile all systems, return the total time in milliseconds
std::chrono::microseconds run_all_systems() {
std::chrono::microseconds total_microseconds = 0us;
total_microseconds
+= time_function("PhysicsSystem", [&]() { physics_sys.fixed_update(); });
total_microseconds
+= time_function("CollisionSystem", [&]() { collision_sys.fixed_update(); });
total_microseconds
+= time_function("ParticleSystem", [&]() { particle_sys.fixed_update(); });
total_microseconds
+= time_function("RenderSystem", [&]() { render_sys.frame_update(); });
return total_microseconds;
}
// Print timings of all functions
void log_timings() const {
std::string result = "\nFunction timings:\n";
for (const auto & [name, duration] : timings) {
result += name + " took " + std::to_string(duration.count() / 1000.0 / average)
+ " ms (" + std::to_string(duration.count() / average) + " µs).\n";
}
result += "Total time: " + std::to_string(this->total_time.count() / 1000.0 / average)
+ " ms (" + std::to_string(this->total_time.count() / average) + " µs)\n";
result += "Amount of gameobjects: " + std::to_string(game_object_count) + "\n";
GTEST_LOG_(INFO) << result;
}
void clear_timings() {
for (auto & [key, value] : timings) {
value = std::chrono::microseconds(0);
}
}
};
TEST_F(DISABLED_ProfilingTest, Profiling_1) {
while (this->total_time / this->average < this->duration) {
{
//define gameobject used for testing
GameObject gameobject = mgr.new_object("gameobject", "", {0, 0});
}
this->game_object_count++;
this->total_time = 0us;
clear_timings();
for (int amount = 0; amount < this->average; amount++) {
this->total_time += run_all_systems();
}
if (this->game_object_count >= this->max_gameobject_count) break;
}
log_timings();
EXPECT_GE(this->game_object_count, this->min_gameobject_count);
}
TEST_F(DISABLED_ProfilingTest, Profiling_2) {
while (this->total_time / this->average < this->duration) {
{
//define gameobject used for testing
GameObject gameobject = mgr.new_object(
"gameobject", "", {static_cast<float>(game_object_count * 2), 0}
);
gameobject.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 0.0,
.body_type = Rigidbody::BodyType::STATIC,
});
gameobject.add_component<BoxCollider>(vec2 {0, 0}, vec2 {1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
Sprite & test_sprite = gameobject.add_component<Sprite>(
Asset {"asset/texture/square.png"},
Sprite::Data {
.color = {0, 0, 0, 0},
.flip = {.flip_x = false, .flip_y = false},
.sorting_in_layer = 1,
.order_in_layer = 1,
.size = {.y = 500},
}
);
}
this->game_object_count++;
this->total_time = 0us;
clear_timings();
for (int amount = 0; amount < this->average; amount++) {
this->total_time += run_all_systems();
}
if (this->game_object_count >= this->max_gameobject_count) break;
}
log_timings();
EXPECT_GE(this->game_object_count, this->min_gameobject_count);
}
TEST_F(DISABLED_ProfilingTest, Profiling_3) {
while (this->total_time / this->average < this->duration) {
{
//define gameobject used for testing
GameObject gameobject = mgr.new_object(
"gameobject", "", {static_cast<float>(game_object_count * 2), 0}
);
gameobject.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::STATIC,
});
gameobject.add_component<BoxCollider>(vec2 {0, 0}, vec2 {1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
Sprite & test_sprite = gameobject.add_component<Sprite>(
Asset {"asset/texture/square.png"},
Sprite::Data {
.color = {0, 0, 0, 0},
.flip = {.flip_x = false, .flip_y = false},
.sorting_in_layer = 1,
.order_in_layer = 1,
.size = {.y = 500},
}
);
auto & test = gameobject.add_component<ParticleEmitter>(
test_sprite,
ParticleEmitter::Data {
.max_particles = 10,
.emission_rate = 100,
.end_lifespan = 100000,
.boundary {
.width = 1000,
.height = 1000,
.offset = vec2 {0, 0},
.reset_on_exit = false,
},
}
);
}
render_sys.frame_update();
this->game_object_count++;
this->total_time = 0us;
clear_timings();
for (int amount = 0; amount < this->average; amount++) {
this->total_time += run_all_systems();
}
if (this->game_object_count >= this->max_gameobject_count) break;
}
log_timings();
EXPECT_GE(this->game_object_count, this->min_gameobject_count);
}
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