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#include "system/ParticleSystem.h"
#include "system/PhysicsSystem.h"
#include "system/RenderSystem.h"
#include <cmath>
#include <chrono>
#include <gtest/gtest.h>
#define private public
#define protected public
#include <crepe/ComponentManager.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Transform.h>
#include <crepe/api/ParticleEmitter.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;
/*
List of test cases with component settings/details
1. Minimal test creates gameobject without additonal components
2. Minimal 'Complex' gameobject. Has dynamic body without bounce and no collision handler
3. Minimal 'Complex' gameobject. Same as test 2 but with particle emitter
*/
class TestScript : public Script {
bool oncollision(const CollisionEvent& test) {
Log::logf("Box {} script on_collision()", test.info.first_collider.game_object_id);
return true;
}
void init() {
subscribe<CollisionEvent>([this](const CollisionEvent& ev) -> bool {
return this->oncollision(ev);
});
}
void update() {
// Retrieve component from the same GameObject this script is on
}
};
class Profiling : 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 = 200;
// Amount of times a test runs to calculate average
const int average = 5;
// Maximum duration to stop test
const std::chrono::microseconds duration = 16000us;
ComponentManager mgr;
// Add system used for profling tests
CollisionSystem collision_sys{mgr};
PhysicsSystem physics_sys{mgr};
ParticleSystem particle_sys{mgr};
RenderSystem render_sys{mgr};
ScriptSystem script_sys{mgr};
// 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>(Color::WHITE);
// initialize systems here:
//calls init
script_sys.update();
//creates window
render_sys.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.update(); });
total_microseconds += time_function("CollisionSystem", [&]() { collision_sys.update(); });
total_microseconds += time_function("ParticleSystem", [&]() { particle_sys.update(); });
total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); });
return total_microseconds;
}
// Print timings of all functions
void log_timings() const {
std::stringstream ss;
ss << "\nFunction timings:\n";
for (const auto& [name, duration] : timings) {
ss << name << " took " << duration.count() / 1000.0 / average << " ms (" << duration.count() / average << " µs).\n";
}
ss << "Total time: " << this->total_time.count() / 1000.0 / average << " ms (" << this->total_time.count() / average << " µs)\n";
ss << "Amount of gameobjects: " << game_object_count << "\n";
GTEST_LOG_(INFO) << ss.str();
}
void clear_timings() {
for (auto& [key, value] : timings) {
value = std::chrono::microseconds(0);
}
}
};
TEST_F(Profiling, 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(Profiling, 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{
.body_type = Rigidbody::BodyType::STATIC,
.use_gravity = false,
});
gameobject.add_component<BoxCollider>(vec2{0, 0}, 1, 1);
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
Color color(0, 0, 0, 0);
gameobject.add_component<Sprite>(
make_shared<Texture>("asset/texture/green_square.png"), color,
FlipSettings{true, true});
}
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(Profiling, 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{
.body_type = Rigidbody::BodyType::STATIC,
.use_gravity = false,
});
gameobject.add_component<BoxCollider>(vec2{0, 0}, 1, 1);
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
Color color(0, 0, 0, 0);
gameobject.add_component<Sprite>(
make_shared<Texture>("asset/texture/green_square.png"), color,
FlipSettings{true, true});
Sprite & test_sprite = gameobject.add_component<Sprite>(
make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false});
auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{
.max_particles = 10,
.emission_rate = 100,
.end_lifespan = 100000,
.boundary{
.width = 1000,
.height = 1000,
.offset = vec2{0, 0},
.reset_on_exit = false,
},
.sprite = test_sprite,
});
}
render_sys.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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